RAGNAREK-v2/Imgui/imgui_draw.cpp
2024-11-16 19:56:40 +03:00

5334 lines
267 KiB
C++

// dear imgui, v1.90.0
// (drawing and font code)
/*
Index of this file:
// [SECTION] STB libraries implementation
// [SECTION] Style functions
// [SECTION] ImDrawList
// [SECTION] ImDrawList Shadow Primitives
// [SECTION] ImDrawListSplitter
// [SECTION] ImDrawData
// [SECTION] Helpers ShadeVertsXXX functions
// [SECTION] ImFontAtlasShadowTexConfig
// [SECTION] ImFontConfig
// [SECTION] ImFontAtlas
// [SECTION] ImFontAtlas glyph ranges helpers
// [SECTION] ImFontGlyphRangesBuilder
// [SECTION] ImFont
// [SECTION] ImGui Internal Render Helpers
// [SECTION] Decompression code
// [SECTION] Default font data (ProggyClean.ttf)
*/
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
#define _CRT_SECURE_NO_WARNINGS
#endif
#ifndef IMGUI_DEFINE_MATH_OPERATORS
#define IMGUI_DEFINE_MATH_OPERATORS
#endif
#include "imgui.h"
#ifndef IMGUI_DISABLE
#include "imgui_internal.h"
#ifdef IMGUI_ENABLE_FREETYPE
#include "misc/freetype/imgui_freetype.h"
#endif
#include <stdio.h> // vsnprintf, sscanf, printf
// Visual Studio warnings
#ifdef _MSC_VER
#pragma warning (disable: 4127) // condition expression is constant
#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff)
#pragma warning (disable: 4996) // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
#pragma warning (disable: 26451) // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to a 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
#pragma warning (disable: 26812) // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3). [MSVC Static Analyzer)
#endif
// Clang/GCC warnings with -Weverything
#if defined(__clang__)
#if __has_warning("-Wunknown-warning-option")
#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
#endif
#pragma clang diagnostic ignored "-Wunknown-pragmas" // warning: unknown warning group 'xxx'
#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse.
#pragma clang diagnostic ignored "-Wfloat-equal" // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants ok.
#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is.
#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant" // warning: zero as null pointer constant // some standard header variations use #define NULL 0
#pragma clang diagnostic ignored "-Wcomma" // warning: possible misuse of comma operator here
#pragma clang diagnostic ignored "-Wreserved-id-macro" // warning: macro name is a reserved identifier
#pragma clang diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision
#pragma clang diagnostic ignored "-Wreserved-identifier" // warning: identifier '_Xxx' is reserved because it starts with '_' followed by a capital letter
#elif defined(__GNUC__)
#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind
#pragma GCC diagnostic ignored "-Wunused-function" // warning: 'xxxx' defined but not used
#pragma GCC diagnostic ignored "-Wdouble-promotion" // warning: implicit conversion from 'float' to 'double' when passing argument to function
#pragma GCC diagnostic ignored "-Wconversion" // warning: conversion to 'xxxx' from 'xxxx' may alter its value
#pragma GCC diagnostic ignored "-Wstack-protector" // warning: stack protector not protecting local variables: variable length buffer
#pragma GCC diagnostic ignored "-Wclass-memaccess" // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
#endif
//-------------------------------------------------------------------------
// [SECTION] STB libraries implementation (for stb_truetype and stb_rect_pack)
//-------------------------------------------------------------------------
// Compile time options:
//#define IMGUI_STB_NAMESPACE ImStb
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
#ifdef IMGUI_STB_NAMESPACE
namespace IMGUI_STB_NAMESPACE
{
#endif
#ifdef _MSC_VER
#pragma warning (push)
#pragma warning (disable: 4456) // declaration of 'xx' hides previous local declaration
#pragma warning (disable: 6011) // (stb_rectpack) Dereferencing NULL pointer 'cur->next'.
#pragma warning (disable: 6385) // (stb_truetype) Reading invalid data from 'buffer': the readable size is '_Old_3`kernel_width' bytes, but '3' bytes may be read.
#pragma warning (disable: 28182) // (stb_rectpack) Dereferencing NULL pointer. 'cur' contains the same NULL value as 'cur->next' did.
#endif
#if defined(__clang__)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wunused-function"
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#pragma clang diagnostic ignored "-Wcast-qual" // warning: cast from 'const xxxx *' to 'xxx *' drops const qualifier
#endif
#if defined(__GNUC__)
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wtype-limits" // warning: comparison is always true due to limited range of data type [-Wtype-limits]
#pragma GCC diagnostic ignored "-Wcast-qual" // warning: cast from type 'const xxxx *' to type 'xxxx *' casts away qualifiers
#endif
#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
#define STBRP_STATIC
#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0)
#define STBRP_SORT ImQsort
#define STB_RECT_PACK_IMPLEMENTATION
#endif
#ifdef IMGUI_STB_RECT_PACK_FILENAME
#include IMGUI_STB_RECT_PACK_FILENAME
#else
#include "imstb_rectpack.h"
#endif
#endif
#ifdef IMGUI_ENABLE_STB_TRUETYPE
#ifndef STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds)
#ifndef IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION // in case the user already have an implementation in another compilation unit
#define STBTT_malloc(x,u) ((void)(u), IM_ALLOC(x))
#define STBTT_free(x,u) ((void)(u), IM_FREE(x))
#define STBTT_assert(x) do { IM_ASSERT(x); } while(0)
#define STBTT_fmod(x,y) ImFmod(x,y)
#define STBTT_sqrt(x) ImSqrt(x)
#define STBTT_pow(x,y) ImPow(x,y)
#define STBTT_fabs(x) ImFabs(x)
#define STBTT_ifloor(x) ((int)ImFloor(x))
#define STBTT_iceil(x) ((int)ImCeil(x))
#define STBTT_STATIC
#define STB_TRUETYPE_IMPLEMENTATION
#else
#define STBTT_DEF extern
#endif
#ifdef IMGUI_STB_TRUETYPE_FILENAME
#include IMGUI_STB_TRUETYPE_FILENAME
#else
#include "imstb_truetype.h"
#endif
#endif
#endif // IMGUI_ENABLE_STB_TRUETYPE
#if defined(__GNUC__)
#pragma GCC diagnostic pop
#endif
#if defined(__clang__)
#pragma clang diagnostic pop
#endif
#if defined(_MSC_VER)
#pragma warning (pop)
#endif
#ifdef IMGUI_STB_NAMESPACE
} // namespace ImStb
using namespace IMGUI_STB_NAMESPACE;
#endif
//-----------------------------------------------------------------------------
// [SECTION] Style functions
//-----------------------------------------------------------------------------
void ImGui::StyleColorsDark(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_WindowBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ChildBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_PopupBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_Border] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_FrameBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TitleBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_CheckMark] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_Button] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_Header] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_Separator] = colors[ImGuiCol_Border];
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.0f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.0f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.0f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.0f);
colors[ImGuiCol_PlotLines] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.f, 0.f, 0.f, 0.f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.f, 0.f, 0.f, 0.f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.f, 0.f, 0.f, 0.f);
colors[ImGuiCol_WindowShadow] = ImVec4(0.f, 0.f, 0.f, 0.f);
}
void ImGui::StyleColorsClassic(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.90f, 0.90f, 0.90f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.85f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.11f, 0.11f, 0.14f, 0.92f);
colors[ImGuiCol_Border] = ImVec4(0.50f, 0.50f, 0.50f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.43f, 0.43f, 0.43f, 0.39f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.47f, 0.47f, 0.69f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.42f, 0.41f, 0.64f, 0.69f);
colors[ImGuiCol_TitleBg] = ImVec4(0.27f, 0.27f, 0.54f, 0.83f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.32f, 0.32f, 0.63f, 0.87f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.40f, 0.40f, 0.80f, 0.20f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.40f, 0.40f, 0.55f, 0.80f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.20f, 0.25f, 0.30f, 0.60f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.40f, 0.40f, 0.80f, 0.30f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.40f, 0.40f, 0.80f, 0.40f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_CheckMark] = ImVec4(0.90f, 0.90f, 0.90f, 0.50f);
colors[ImGuiCol_SliderGrab] = ImVec4(1.00f, 1.00f, 1.00f, 0.30f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.41f, 0.39f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.35f, 0.40f, 0.61f, 0.62f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.40f, 0.48f, 0.71f, 0.79f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.46f, 0.54f, 0.80f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.40f, 0.40f, 0.90f, 0.45f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.45f, 0.45f, 0.90f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.53f, 0.53f, 0.87f, 0.80f);
colors[ImGuiCol_Separator] = ImVec4(0.50f, 0.50f, 0.50f, 0.60f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.60f, 0.60f, 0.70f, 1.00f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.70f, 0.70f, 0.90f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(1.00f, 1.00f, 1.00f, 0.10f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.78f, 0.82f, 1.00f, 0.60f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.78f, 0.82f, 1.00f, 0.90f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.80f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.27f, 0.27f, 0.38f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.31f, 0.31f, 0.45f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.26f, 0.26f, 0.28f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(1.00f, 1.00f, 1.00f, 0.07f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.00f, 0.00f, 1.00f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
colors[ImGuiCol_WindowShadow] = ImVec4(0.08f, 0.08f, 0.08f, 0.35f);
}
// Those light colors are better suited with a thicker font than the default one + FrameBorder
void ImGui::StyleColorsLight(ImGuiStyle* dst)
{
ImGuiStyle* style = dst ? dst : &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_Text] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.60f, 0.60f, 0.60f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.94f, 0.94f, 0.94f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(1.00f, 1.00f, 1.00f, 0.98f);
colors[ImGuiCol_Border] = ImVec4(0.00f, 0.00f, 0.00f, 0.30f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.96f, 0.96f, 0.96f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.82f, 0.82f, 0.82f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(1.00f, 1.00f, 1.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.86f, 0.86f, 0.86f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.98f, 0.98f, 0.98f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.69f, 0.69f, 0.69f, 0.80f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.49f, 0.49f, 0.49f, 0.80f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.49f, 0.49f, 0.49f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.26f, 0.59f, 0.98f, 0.78f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.46f, 0.54f, 0.80f, 0.60f);
colors[ImGuiCol_Button] = ImVec4(0.26f, 0.59f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.06f, 0.53f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.26f, 0.59f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.39f, 0.39f, 0.39f, 0.62f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.14f, 0.44f, 0.80f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.14f, 0.44f, 0.80f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.35f, 0.35f, 0.35f, 0.17f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImLerp(colors[ImGuiCol_Header], colors[ImGuiCol_TitleBgActive], 0.90f);
colors[ImGuiCol_TabHovered] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_TabActive] = ImLerp(colors[ImGuiCol_HeaderActive], colors[ImGuiCol_TitleBgActive], 0.60f);
colors[ImGuiCol_TabUnfocused] = ImLerp(colors[ImGuiCol_Tab], colors[ImGuiCol_TitleBg], 0.80f);
colors[ImGuiCol_TabUnfocusedActive] = ImLerp(colors[ImGuiCol_TabActive], colors[ImGuiCol_TitleBg], 0.40f);
colors[ImGuiCol_PlotLines] = ImVec4(0.39f, 0.39f, 0.39f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.45f, 0.00f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.78f, 0.87f, 0.98f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.57f, 0.57f, 0.64f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableBorderLight] = ImVec4(0.68f, 0.68f, 0.74f, 1.00f); // Prefer using Alpha=1.0 here
colors[ImGuiCol_TableRowBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.30f, 0.30f, 0.30f, 0.09f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.26f, 0.59f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.26f, 0.59f, 0.98f, 0.95f);
colors[ImGuiCol_NavHighlight] = colors[ImGuiCol_HeaderHovered];
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(0.70f, 0.70f, 0.70f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.20f, 0.20f, 0.20f, 0.35f);
colors[ImGuiCol_WindowShadow] = ImVec4(0.08f, 0.08f, 0.08f, 0.35f);
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlasShadowTexConfig
//-----------------------------------------------------------------------------
void ImFontAtlasShadowTexConfig::SetupDefaults()
{
TexCornerSize = 16;
TexEdgeSize = 1;
TexFalloffPower = 4.8f;
TexDistanceFieldOffset = 3.8f;
TexBlur = true;
}
int ImFontAtlasShadowTexConfig::CalcConvexTexWidth() const
{
// We have to pad the texture enough that we don't go off the edges when we expand the corner triangles
return (int)((TexCornerSize / ImCos(IM_PI * 0.25f)) + (GetConvexTexPadding() * 2));
}
int ImFontAtlasShadowTexConfig::CalcConvexTexHeight() const
{
return CalcConvexTexWidth(); // Same value
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList
//-----------------------------------------------------------------------------
ImDrawListSharedData::ImDrawListSharedData()
{
memset(this, 0, sizeof(*this));
for (int i = 0; i < IM_ARRAYSIZE(ArcFastVtx); i++)
{
const float a = ((float)i * 2 * IM_PI) / (float)IM_ARRAYSIZE(ArcFastVtx);
ArcFastVtx[i] = ImVec2(ImCos(a), ImSin(a));
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
{
if (CircleSegmentMaxError == max_error)
return;
IM_ASSERT(max_error > 0.0f);
CircleSegmentMaxError = max_error;
for (int i = 0; i < IM_ARRAYSIZE(CircleSegmentCounts); i++)
{
const float radius = (float)i;
CircleSegmentCounts[i] = (ImU8)((i > 0) ? IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, CircleSegmentMaxError) : IM_DRAWLIST_ARCFAST_SAMPLE_MAX);
}
ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError);
}
// Initialize before use in a new frame. We always have a command ready in the buffer.
void ImDrawList::_ResetForNewFrame()
{
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0);
IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4));
IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
if (_Splitter._Count > 1)
_Splitter.Merge(this);
CmdBuffer.resize(0);
IdxBuffer.resize(0);
VtxBuffer.resize(0);
Flags = _Data->InitialFlags;
memset(&_CmdHeader, 0, sizeof(_CmdHeader));
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.resize(0);
_TextureIdStack.resize(0);
_Path.resize(0);
_Splitter.Clear();
CmdBuffer.push_back(ImDrawCmd());
_FringeScale = 1.0f;
}
void ImDrawList::_ClearFreeMemory()
{
CmdBuffer.clear();
IdxBuffer.clear();
VtxBuffer.clear();
Flags = ImDrawListFlags_None;
_VtxCurrentIdx = 0;
_VtxWritePtr = NULL;
_IdxWritePtr = NULL;
_ClipRectStack.clear();
_TextureIdStack.clear();
_Path.clear();
_Splitter.ClearFreeMemory();
}
ImDrawList* ImDrawList::CloneOutput() const
{
ImDrawList* dst = IM_NEW(ImDrawList(_Data));
dst->CmdBuffer = CmdBuffer;
dst->IdxBuffer = IdxBuffer;
dst->VtxBuffer = VtxBuffer;
dst->Flags = Flags;
return dst;
}
void ImDrawList::AddDrawCmd()
{
ImDrawCmd draw_cmd;
draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy()
draw_cmd.TextureId = _CmdHeader.TextureId;
draw_cmd.VtxOffset = _CmdHeader.VtxOffset;
draw_cmd.IdxOffset = IdxBuffer.Size;
IM_ASSERT(draw_cmd.ClipRect.x <= draw_cmd.ClipRect.z && draw_cmd.ClipRect.y <= draw_cmd.ClipRect.w);
CmdBuffer.push_back(draw_cmd);
}
// Pop trailing draw command (used before merging or presenting to user)
// Note that this leaves the ImDrawList in a state unfit for further commands, as most code assume that CmdBuffer.Size > 0 && CmdBuffer.back().UserCallback == NULL
void ImDrawList::_PopUnusedDrawCmd()
{
while (CmdBuffer.Size > 0)
{
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 || curr_cmd->UserCallback != NULL)
return;// break;
CmdBuffer.pop_back();
}
}
void ImDrawList::AddCallback(ImDrawCallback callback, void* callback_data)
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
IM_ASSERT(curr_cmd->UserCallback == NULL);
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
}
curr_cmd->UserCallback = callback;
curr_cmd->UserCallbackData = callback_data;
AddDrawCmd(); // Force a new command after us (see comment below)
}
// Compare ClipRect, TextureId and VtxOffset with a single memcmp()
#define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int))
#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset
#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset
#define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset)
// Try to merge two last draw commands
void ImDrawList::_TryMergeDrawCmds()
{
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (ImDrawCmd_HeaderCompare(curr_cmd, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && curr_cmd->UserCallback == NULL && prev_cmd->UserCallback == NULL)
{
prev_cmd->ElemCount += curr_cmd->ElemCount;
CmdBuffer.pop_back();
}
}
// Our scheme may appears a bit unusual, basically we want the most-common calls AddLine AddRect etc. to not have to perform any check so we always have a command ready in the stack.
// The cost of figuring out if a new command has to be added or if we can merge is paid in those Update** functions only.
void ImDrawList::_OnChangedClipRect()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && memcmp(&curr_cmd->ClipRect, &_CmdHeader.ClipRect, sizeof(ImVec4)) != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->ClipRect = _CmdHeader.ClipRect;
}
void ImDrawList::_OnChangedTextureID()
{
// If current command is used with different settings we need to add a new command
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
// Try to merge with previous command if it matches, else use current command
ImDrawCmd* prev_cmd = curr_cmd - 1;
if (curr_cmd->ElemCount == 0 && CmdBuffer.Size > 1 && ImDrawCmd_HeaderCompare(&_CmdHeader, prev_cmd) == 0 && ImDrawCmd_AreSequentialIdxOffset(prev_cmd, curr_cmd) && prev_cmd->UserCallback == NULL)
{
CmdBuffer.pop_back();
return;
}
curr_cmd->TextureId = _CmdHeader.TextureId;
}
void ImDrawList::_OnChangedVtxOffset()
{
// We don't need to compare curr_cmd->VtxOffset != _CmdHeader.VtxOffset because we know it'll be different at the time we call this.
_VtxCurrentIdx = 0;
IM_ASSERT_PARANOID(CmdBuffer.Size > 0);
ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
//IM_ASSERT(curr_cmd->VtxOffset != _CmdHeader.VtxOffset); // See #3349
if (curr_cmd->ElemCount != 0)
{
AddDrawCmd();
return;
}
IM_ASSERT(curr_cmd->UserCallback == NULL);
curr_cmd->VtxOffset = _CmdHeader.VtxOffset;
}
int ImDrawList::_CalcCircleAutoSegmentCount(float radius) const
{
// Automatic segment count
const int radius_idx = (int)(radius + 0.999999f); // ceil to never reduce accuracy
if (radius_idx >= 0 && radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
return _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
return IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(radius, _Data->CircleSegmentMaxError);
}
// Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
void ImDrawList::PushClipRect(const ImVec2& cr_min, const ImVec2& cr_max, bool intersect_with_current_clip_rect)
{
ImVec4 cr(cr_min.x, cr_min.y, cr_max.x, cr_max.y);
if (intersect_with_current_clip_rect)
{
ImVec4 current = _CmdHeader.ClipRect;
if (cr.x < current.x) cr.x = current.x;
if (cr.y < current.y) cr.y = current.y;
if (cr.z > current.z) cr.z = current.z;
if (cr.w > current.w) cr.w = current.w;
}
cr.z = ImMax(cr.x, cr.z);
cr.w = ImMax(cr.y, cr.w);
_ClipRectStack.push_back(cr);
_CmdHeader.ClipRect = cr;
_OnChangedClipRect();
}
void ImDrawList::PushClipRectFullScreen()
{
PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w));
}
void ImDrawList::PopClipRect()
{
_ClipRectStack.pop_back();
_CmdHeader.ClipRect = (_ClipRectStack.Size == 0) ? _Data->ClipRectFullscreen : _ClipRectStack.Data[_ClipRectStack.Size - 1];
_OnChangedClipRect();
}
void ImDrawList::PushTextureID(ImTextureID texture_id)
{
_TextureIdStack.push_back(texture_id);
_CmdHeader.TextureId = texture_id;
_OnChangedTextureID();
}
void ImDrawList::PopTextureID()
{
_TextureIdStack.pop_back();
_CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1];
_OnChangedTextureID();
}
// Reserve space for a number of vertices and indices.
// You must finish filling your reserved data before calling PrimReserve() again, as it may reallocate or
// submit the intermediate results. PrimUnreserve() can be used to release unused allocations.
void ImDrawList::PrimReserve(int idx_count, int vtx_count)
{
// Large mesh support (when enabled)
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
if (sizeof(ImDrawIdx) == 2 && (_VtxCurrentIdx + vtx_count >= (1 << 16)) && (Flags & ImDrawListFlags_AllowVtxOffset))
{
// FIXME: In theory we should be testing that vtx_count <64k here.
// In practice, RenderText() relies on reserving ahead for a worst case scenario so it is currently useful for us
// to not make that check until we rework the text functions to handle clipping and large horizontal lines better.
_CmdHeader.VtxOffset = VtxBuffer.Size;
_OnChangedVtxOffset();
}
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount += idx_count;
int vtx_buffer_old_size = VtxBuffer.Size;
VtxBuffer.resize(vtx_buffer_old_size + vtx_count);
_VtxWritePtr = VtxBuffer.Data + vtx_buffer_old_size;
int idx_buffer_old_size = IdxBuffer.Size;
IdxBuffer.resize(idx_buffer_old_size + idx_count);
_IdxWritePtr = IdxBuffer.Data + idx_buffer_old_size;
}
// Release the a number of reserved vertices/indices from the end of the last reservation made with PrimReserve().
void ImDrawList::PrimUnreserve(int idx_count, int vtx_count)
{
IM_ASSERT_PARANOID(idx_count >= 0 && vtx_count >= 0);
ImDrawCmd* draw_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1];
draw_cmd->ElemCount -= idx_count;
VtxBuffer.shrink(VtxBuffer.Size - vtx_count);
IdxBuffer.shrink(IdxBuffer.Size - idx_count);
}
// Fully unrolled with inline call to keep our debug builds decently fast.
void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv(_Data->TexUvWhitePixel);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
{
ImVec2 b(c.x, a.y), d(a.x, c.y), uv_b(uv_c.x, uv_a.y), uv_d(uv_a.x, uv_c.y);
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
void ImDrawList::PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
{
ImDrawIdx idx = (ImDrawIdx)_VtxCurrentIdx;
_IdxWritePtr[0] = idx; _IdxWritePtr[1] = (ImDrawIdx)(idx+1); _IdxWritePtr[2] = (ImDrawIdx)(idx+2);
_IdxWritePtr[3] = idx; _IdxWritePtr[4] = (ImDrawIdx)(idx+2); _IdxWritePtr[5] = (ImDrawIdx)(idx+3);
_VtxWritePtr[0].pos = a; _VtxWritePtr[0].uv = uv_a; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos = b; _VtxWritePtr[1].uv = uv_b; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = c; _VtxWritePtr[2].uv = uv_c; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = d; _VtxWritePtr[3].uv = uv_d; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_VtxCurrentIdx += 4;
_IdxWritePtr += 6;
}
// On AddPolyline() and AddConvexPolyFilled() we intentionally avoid using ImVec2 and superfluous function calls to optimize debug/non-inlined builds.
// - Those macros expects l-values and need to be used as their own statement.
// - Those macros are intentionally not surrounded by the 'do {} while (0)' idiom because even that translates to runtime with debug compilers.
#define IM_NORMALIZE2F_OVER_ZERO(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.0f) { float inv_len = ImRsqrt(d2); VX *= inv_len; VY *= inv_len; } } (void)0
#define IM_FIXNORMAL2F_MAX_INVLEN2 100.0f // 500.0f (see #4053, #3366)
#define IM_FIXNORMAL2F(VX,VY) { float d2 = VX*VX + VY*VY; if (d2 > 0.000001f) { float inv_len2 = 1.0f / d2; if (inv_len2 > IM_FIXNORMAL2F_MAX_INVLEN2) inv_len2 = IM_FIXNORMAL2F_MAX_INVLEN2; VX *= inv_len2; VY *= inv_len2; } } (void)0
// TODO: Thickness anti-aliased lines cap are missing their AA fringe.
// We avoid using the ImVec2 math operators here to reduce cost to a minimum for debug/non-inlined builds.
void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, ImDrawFlags flags, float thickness)
{
if (points_count < 2 || (col & IM_COL32_A_MASK) == 0)
return;
const bool closed = (flags & ImDrawFlags_Closed) != 0;
const ImVec2 opaque_uv = _Data->TexUvWhitePixel;
const int count = closed ? points_count : points_count - 1; // The number of line segments we need to draw
const bool thick_line = (thickness > _FringeScale);
if (Flags & ImDrawListFlags_AntiAliasedLines)
{
// Anti-aliased stroke
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
// Thicknesses <1.0 should behave like thickness 1.0
thickness = ImMax(thickness, 1.0f);
const int integer_thickness = (int)thickness;
const float fractional_thickness = thickness - integer_thickness;
// Do we want to draw this line using a texture?
// - For now, only draw integer-width lines using textures to avoid issues with the way scaling occurs, could be improved.
// - If AA_SIZE is not 1.0f we cannot use the texture path.
const bool use_texture = (Flags & ImDrawListFlags_AntiAliasedLinesUseTex) && (integer_thickness < IM_DRAWLIST_TEX_LINES_WIDTH_MAX) && (fractional_thickness <= 0.00001f) && (AA_SIZE == 1.0f);
// We should never hit this, because NewFrame() doesn't set ImDrawListFlags_AntiAliasedLinesUseTex unless ImFontAtlasFlags_NoBakedLines is off
IM_ASSERT_PARANOID(!use_texture || !(_Data->Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines));
const int idx_count = use_texture ? (count * 6) : (thick_line ? count * 18 : count * 12);
const int vtx_count = use_texture ? (points_count * 2) : (thick_line ? points_count * 4 : points_count * 3);
PrimReserve(idx_count, vtx_count);
// Temporary buffer
// The first <points_count> items are normals at each line point, then after that there are either 2 or 4 temp points for each line point
_Data->TempBuffer.reserve_discard(points_count * ((use_texture || !thick_line) ? 3 : 5));
ImVec2* temp_normals = _Data->TempBuffer.Data;
ImVec2* temp_points = temp_normals + points_count;
// Calculate normals (tangents) for each line segment
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
float dx = points[i2].x - points[i1].x;
float dy = points[i2].y - points[i1].y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i1].x = dy;
temp_normals[i1].y = -dx;
}
if (!closed)
temp_normals[points_count - 1] = temp_normals[points_count - 2];
// If we are drawing a one-pixel-wide line without a texture, or a textured line of any width, we only need 2 or 3 vertices per point
if (use_texture || !thick_line)
{
// [PATH 1] Texture-based lines (thick or non-thick)
// [PATH 2] Non texture-based lines (non-thick)
// The width of the geometry we need to draw - this is essentially <thickness> pixels for the line itself, plus "one pixel" for AA.
// - In the texture-based path, we don't use AA_SIZE here because the +1 is tied to the generated texture
// (see ImFontAtlasBuildRenderLinesTexData() function), and so alternate values won't work without changes to that code.
// - In the non texture-based paths, we would allow AA_SIZE to potentially be != 1.0f with a patch (e.g. fringe_scale patch to
// allow scaling geometry while preserving one-screen-pixel AA fringe).
const float half_draw_size = use_texture ? ((thickness * 0.5f) + 1) : AA_SIZE;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
temp_points[0] = points[0] + temp_normals[0] * half_draw_size;
temp_points[1] = points[0] - temp_normals[0] * half_draw_size;
temp_points[(points_count-1)*2+0] = points[points_count-1] + temp_normals[points_count-1] * half_draw_size;
temp_points[(points_count-1)*2+1] = points[points_count-1] - temp_normals[points_count-1] * half_draw_size;
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1; // i2 is the second point of the line segment
const unsigned int idx2 = ((i1 + 1) == points_count) ? _VtxCurrentIdx : (idx1 + (use_texture ? 2 : 3)); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= half_draw_size; // dm_x, dm_y are offset to the outer edge of the AA area
dm_y *= half_draw_size;
// Add temporary vertexes for the outer edges
ImVec2* out_vtx = &temp_points[i2 * 2];
out_vtx[0].x = points[i2].x + dm_x;
out_vtx[0].y = points[i2].y + dm_y;
out_vtx[1].x = points[i2].x - dm_x;
out_vtx[1].y = points[i2].y - dm_y;
if (use_texture)
{
// Add indices for two triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 1); // Right tri
_IdxWritePtr[3] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[4] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Left tri
_IdxWritePtr += 6;
}
else
{
// Add indexes for four triangles
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2); // Right tri 1
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 0); // Right tri 2
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0); // Left tri 1
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1); // Left tri 2
_IdxWritePtr += 12;
}
idx1 = idx2;
}
// Add vertexes for each point on the line
if (use_texture)
{
// If we're using textures we only need to emit the left/right edge vertices
ImVec4 tex_uvs = _Data->TexUvLines[integer_thickness];
/*if (fractional_thickness != 0.0f) // Currently always zero when use_texture==false!
{
const ImVec4 tex_uvs_1 = _Data->TexUvLines[integer_thickness + 1];
tex_uvs.x = tex_uvs.x + (tex_uvs_1.x - tex_uvs.x) * fractional_thickness; // inlined ImLerp()
tex_uvs.y = tex_uvs.y + (tex_uvs_1.y - tex_uvs.y) * fractional_thickness;
tex_uvs.z = tex_uvs.z + (tex_uvs_1.z - tex_uvs.z) * fractional_thickness;
tex_uvs.w = tex_uvs.w + (tex_uvs_1.w - tex_uvs.w) * fractional_thickness;
}*/
ImVec2 tex_uv0(tex_uvs.x, tex_uvs.y);
ImVec2 tex_uv1(tex_uvs.z, tex_uvs.w);
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 2 + 0]; _VtxWritePtr[0].uv = tex_uv0; _VtxWritePtr[0].col = col; // Left-side outer edge
_VtxWritePtr[1].pos = temp_points[i * 2 + 1]; _VtxWritePtr[1].uv = tex_uv1; _VtxWritePtr[1].col = col; // Right-side outer edge
_VtxWritePtr += 2;
}
}
else
{
// If we're not using a texture, we need the center vertex as well
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col; // Center of line
_VtxWritePtr[1].pos = temp_points[i * 2 + 0]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col_trans; // Left-side outer edge
_VtxWritePtr[2].pos = temp_points[i * 2 + 1]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col_trans; // Right-side outer edge
_VtxWritePtr += 3;
}
}
}
else
{
// [PATH 2] Non texture-based lines (thick): we need to draw the solid line core and thus require four vertices per point
const float half_inner_thickness = (thickness - AA_SIZE) * 0.5f;
// If line is not closed, the first and last points need to be generated differently as there are no normals to blend
if (!closed)
{
const int points_last = points_count - 1;
temp_points[0] = points[0] + temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[1] = points[0] + temp_normals[0] * (half_inner_thickness);
temp_points[2] = points[0] - temp_normals[0] * (half_inner_thickness);
temp_points[3] = points[0] - temp_normals[0] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 0] = points[points_last] + temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
temp_points[points_last * 4 + 1] = points[points_last] + temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 2] = points[points_last] - temp_normals[points_last] * (half_inner_thickness);
temp_points[points_last * 4 + 3] = points[points_last] - temp_normals[points_last] * (half_inner_thickness + AA_SIZE);
}
// Generate the indices to form a number of triangles for each line segment, and the vertices for the line edges
// This takes points n and n+1 and writes into n+1, with the first point in a closed line being generated from the final one (as n+1 wraps)
// FIXME-OPT: Merge the different loops, possibly remove the temporary buffer.
unsigned int idx1 = _VtxCurrentIdx; // Vertex index for start of line segment
for (int i1 = 0; i1 < count; i1++) // i1 is the first point of the line segment
{
const int i2 = (i1 + 1) == points_count ? 0 : (i1 + 1); // i2 is the second point of the line segment
const unsigned int idx2 = (i1 + 1) == points_count ? _VtxCurrentIdx : (idx1 + 4); // Vertex index for end of segment
// Average normals
float dm_x = (temp_normals[i1].x + temp_normals[i2].x) * 0.5f;
float dm_y = (temp_normals[i1].y + temp_normals[i2].y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
float dm_out_x = dm_x * (half_inner_thickness + AA_SIZE);
float dm_out_y = dm_y * (half_inner_thickness + AA_SIZE);
float dm_in_x = dm_x * half_inner_thickness;
float dm_in_y = dm_y * half_inner_thickness;
// Add temporary vertices
ImVec2* out_vtx = &temp_points[i2 * 4];
out_vtx[0].x = points[i2].x + dm_out_x;
out_vtx[0].y = points[i2].y + dm_out_y;
out_vtx[1].x = points[i2].x + dm_in_x;
out_vtx[1].y = points[i2].y + dm_in_y;
out_vtx[2].x = points[i2].x - dm_in_x;
out_vtx[2].y = points[i2].y - dm_in_y;
out_vtx[3].x = points[i2].x - dm_out_x;
out_vtx[3].y = points[i2].y - dm_out_y;
// Add indexes
_IdxWritePtr[0] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[1] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[2] = (ImDrawIdx)(idx1 + 2);
_IdxWritePtr[3] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[4] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[5] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[6] = (ImDrawIdx)(idx2 + 1); _IdxWritePtr[7] = (ImDrawIdx)(idx1 + 1); _IdxWritePtr[8] = (ImDrawIdx)(idx1 + 0);
_IdxWritePtr[9] = (ImDrawIdx)(idx1 + 0); _IdxWritePtr[10] = (ImDrawIdx)(idx2 + 0); _IdxWritePtr[11] = (ImDrawIdx)(idx2 + 1);
_IdxWritePtr[12] = (ImDrawIdx)(idx2 + 2); _IdxWritePtr[13] = (ImDrawIdx)(idx1 + 2); _IdxWritePtr[14] = (ImDrawIdx)(idx1 + 3);
_IdxWritePtr[15] = (ImDrawIdx)(idx1 + 3); _IdxWritePtr[16] = (ImDrawIdx)(idx2 + 3); _IdxWritePtr[17] = (ImDrawIdx)(idx2 + 2);
_IdxWritePtr += 18;
idx1 = idx2;
}
// Add vertices
for (int i = 0; i < points_count; i++)
{
_VtxWritePtr[0].pos = temp_points[i * 4 + 0]; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col_trans;
_VtxWritePtr[1].pos = temp_points[i * 4 + 1]; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos = temp_points[i * 4 + 2]; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos = temp_points[i * 4 + 3]; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col_trans;
_VtxWritePtr += 4;
}
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// [PATH 4] Non texture-based, Non anti-aliased lines
const int idx_count = count * 6;
const int vtx_count = count * 4; // FIXME-OPT: Not sharing edges
PrimReserve(idx_count, vtx_count);
for (int i1 = 0; i1 < count; i1++)
{
const int i2 = (i1 + 1) == points_count ? 0 : i1 + 1;
const ImVec2& p1 = points[i1];
const ImVec2& p2 = points[i2];
float dx = p2.x - p1.x;
float dy = p2.y - p1.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
dx *= (thickness * 0.5f);
dy *= (thickness * 0.5f);
_VtxWritePtr[0].pos.x = p1.x + dy; _VtxWritePtr[0].pos.y = p1.y - dx; _VtxWritePtr[0].uv = opaque_uv; _VtxWritePtr[0].col = col;
_VtxWritePtr[1].pos.x = p2.x + dy; _VtxWritePtr[1].pos.y = p2.y - dx; _VtxWritePtr[1].uv = opaque_uv; _VtxWritePtr[1].col = col;
_VtxWritePtr[2].pos.x = p2.x - dy; _VtxWritePtr[2].pos.y = p2.y + dx; _VtxWritePtr[2].uv = opaque_uv; _VtxWritePtr[2].col = col;
_VtxWritePtr[3].pos.x = p1.x - dy; _VtxWritePtr[3].pos.y = p1.y + dx; _VtxWritePtr[3].uv = opaque_uv; _VtxWritePtr[3].col = col;
_VtxWritePtr += 4;
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + 2);
_IdxWritePtr[3] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[4] = (ImDrawIdx)(_VtxCurrentIdx + 2); _IdxWritePtr[5] = (ImDrawIdx)(_VtxCurrentIdx + 3);
_IdxWritePtr += 6;
_VtxCurrentIdx += 4;
}
}
}
// - We intentionally avoid using ImVec2 and its math operators here to reduce cost to a minimum for debug/non-inlined builds.
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3 || (col & IM_COL32_A_MASK) == 0)
return;
const ImVec2 uv = _Data->TexUvWhitePixel;
if (Flags & ImDrawListFlags_AntiAliasedFill)
{
// Anti-aliased Fill
const float AA_SIZE = _FringeScale;
const ImU32 col_trans = col & ~IM_COL32_A_MASK;
const int idx_count = (points_count - 2)*3 + points_count * 6;
const int vtx_count = (points_count * 2);
PrimReserve(idx_count, vtx_count);
// Add indexes for fill
unsigned int vtx_inner_idx = _VtxCurrentIdx;
unsigned int vtx_outer_idx = _VtxCurrentIdx + 1;
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + ((i - 1) << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_inner_idx + (i << 1));
_IdxWritePtr += 3;
}
// Compute normals
_Data->TempBuffer.reserve_discard(points_count);
ImVec2* temp_normals = _Data->TempBuffer.Data;
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
const ImVec2& p0 = points[i0];
const ImVec2& p1 = points[i1];
float dx = p1.x - p0.x;
float dy = p1.y - p0.y;
IM_NORMALIZE2F_OVER_ZERO(dx, dy);
temp_normals[i0].x = dy;
temp_normals[i0].y = -dx;
}
for (int i0 = points_count - 1, i1 = 0; i1 < points_count; i0 = i1++)
{
// Average normals
const ImVec2& n0 = temp_normals[i0];
const ImVec2& n1 = temp_normals[i1];
float dm_x = (n0.x + n1.x) * 0.5f;
float dm_y = (n0.y + n1.y) * 0.5f;
IM_FIXNORMAL2F(dm_x, dm_y);
dm_x *= AA_SIZE * 0.5f;
dm_y *= AA_SIZE * 0.5f;
// Add vertices
_VtxWritePtr[0].pos.x = (points[i1].x - dm_x); _VtxWritePtr[0].pos.y = (points[i1].y - dm_y); _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col; // Inner
_VtxWritePtr[1].pos.x = (points[i1].x + dm_x); _VtxWritePtr[1].pos.y = (points[i1].y + dm_y); _VtxWritePtr[1].uv = uv; _VtxWritePtr[1].col = col_trans; // Outer
_VtxWritePtr += 2;
// Add indexes for fringes
_IdxWritePtr[0] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1)); _IdxWritePtr[1] = (ImDrawIdx)(vtx_inner_idx + (i0 << 1)); _IdxWritePtr[2] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1));
_IdxWritePtr[3] = (ImDrawIdx)(vtx_outer_idx + (i0 << 1)); _IdxWritePtr[4] = (ImDrawIdx)(vtx_outer_idx + (i1 << 1)); _IdxWritePtr[5] = (ImDrawIdx)(vtx_inner_idx + (i1 << 1));
_IdxWritePtr += 6;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
else
{
// Non Anti-aliased Fill
const int idx_count = (points_count - 2)*3;
const int vtx_count = points_count;
PrimReserve(idx_count, vtx_count);
for (int i = 0; i < vtx_count; i++)
{
_VtxWritePtr[0].pos = points[i]; _VtxWritePtr[0].uv = uv; _VtxWritePtr[0].col = col;
_VtxWritePtr++;
}
for (int i = 2; i < points_count; i++)
{
_IdxWritePtr[0] = (ImDrawIdx)(_VtxCurrentIdx); _IdxWritePtr[1] = (ImDrawIdx)(_VtxCurrentIdx + i - 1); _IdxWritePtr[2] = (ImDrawIdx)(_VtxCurrentIdx + i);
_IdxWritePtr += 3;
}
_VtxCurrentIdx += (ImDrawIdx)vtx_count;
}
}
void ImDrawList::_PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
// Calculate arc auto segment step size
if (a_step <= 0)
a_step = IM_DRAWLIST_ARCFAST_SAMPLE_MAX / _CalcCircleAutoSegmentCount(radius);
// Make sure we never do steps larger than one quarter of the circle
a_step = ImClamp(a_step, 1, IM_DRAWLIST_ARCFAST_TABLE_SIZE / 4);
const int sample_range = ImAbs(a_max_sample - a_min_sample);
const int a_next_step = a_step;
int samples = sample_range + 1;
bool extra_max_sample = false;
if (a_step > 1)
{
samples = sample_range / a_step + 1;
const int overstep = sample_range % a_step;
if (overstep > 0)
{
extra_max_sample = true;
samples++;
// When we have overstep to avoid awkwardly looking one long line and one tiny one at the end,
// distribute first step range evenly between them by reducing first step size.
if (sample_range > 0)
a_step -= (a_step - overstep) / 2;
}
}
_Path.resize(_Path.Size + samples);
ImVec2* out_ptr = _Path.Data + (_Path.Size - samples);
int sample_index = a_min_sample;
if (sample_index < 0 || sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
{
sample_index = sample_index % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (sample_index < 0)
sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
}
if (a_max_sample >= a_min_sample)
{
for (int a = a_min_sample; a <= a_max_sample; a += a_step, sample_index += a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
if (sample_index >= IM_DRAWLIST_ARCFAST_SAMPLE_MAX)
sample_index -= IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
}
else
{
for (int a = a_min_sample; a >= a_max_sample; a -= a_step, sample_index -= a_step, a_step = a_next_step)
{
// a_step is clamped to IM_DRAWLIST_ARCFAST_SAMPLE_MAX, so we have guaranteed that it will not wrap over range twice or more
if (sample_index < 0)
sample_index += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[sample_index];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
}
if (extra_max_sample)
{
int normalized_max_sample = a_max_sample % IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
if (normalized_max_sample < 0)
normalized_max_sample += IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const ImVec2 s = _Data->ArcFastVtx[normalized_max_sample];
out_ptr->x = center.x + s.x * radius;
out_ptr->y = center.y + s.y * radius;
out_ptr++;
}
IM_ASSERT_PARANOID(_Path.Data + _Path.Size == out_ptr);
}
void ImDrawList::_PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
// Note that we are adding a point at both a_min and a_max.
// If you are trying to draw a full closed circle you don't want the overlapping points!
_Path.reserve(_Path.Size + (num_segments + 1));
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
_Path.push_back(ImVec2(center.x + ImCos(a) * radius, center.y + ImSin(a) * radius));
}
}
// 0: East, 3: South, 6: West, 9: North, 12: East
void ImDrawList::PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
_PathArcToFastEx(center, radius, a_min_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, a_max_of_12 * IM_DRAWLIST_ARCFAST_SAMPLE_MAX / 12, 0);
}
void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments)
{
if (radius < 0.5f)
{
_Path.push_back(center);
return;
}
if (num_segments > 0)
{
_PathArcToN(center, radius, a_min, a_max, num_segments);
return;
}
// Automatic segment count
if (radius <= _Data->ArcFastRadiusCutoff)
{
const bool a_is_reverse = a_max < a_min;
// We are going to use precomputed values for mid samples.
// Determine first and last sample in lookup table that belong to the arc.
const float a_min_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_min / (IM_PI * 2.0f);
const float a_max_sample_f = IM_DRAWLIST_ARCFAST_SAMPLE_MAX * a_max / (IM_PI * 2.0f);
const int a_min_sample = a_is_reverse ? (int)ImFloor(a_min_sample_f) : (int)ImCeil(a_min_sample_f);
const int a_max_sample = a_is_reverse ? (int)ImCeil(a_max_sample_f) : (int)ImFloor(a_max_sample_f);
const int a_mid_samples = a_is_reverse ? ImMax(a_min_sample - a_max_sample, 0) : ImMax(a_max_sample - a_min_sample, 0);
const float a_min_segment_angle = a_min_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const float a_max_segment_angle = a_max_sample * IM_PI * 2.0f / IM_DRAWLIST_ARCFAST_SAMPLE_MAX;
const bool a_emit_start = ImAbs(a_min_segment_angle - a_min) >= 1e-5f;
const bool a_emit_end = ImAbs(a_max - a_max_segment_angle) >= 1e-5f;
_Path.reserve(_Path.Size + (a_mid_samples + 1 + (a_emit_start ? 1 : 0) + (a_emit_end ? 1 : 0)));
if (a_emit_start)
_Path.push_back(ImVec2(center.x + ImCos(a_min) * radius, center.y + ImSin(a_min) * radius));
if (a_mid_samples > 0)
_PathArcToFastEx(center, radius, a_min_sample, a_max_sample, 0);
if (a_emit_end)
_Path.push_back(ImVec2(center.x + ImCos(a_max) * radius, center.y + ImSin(a_max) * radius));
}
else
{
const float arc_length = ImAbs(a_max - a_min);
const int circle_segment_count = _CalcCircleAutoSegmentCount(radius);
const int arc_segment_count = ImMax((int)ImCeil(circle_segment_count * arc_length / (IM_PI * 2.0f)), (int)(2.0f * IM_PI / arc_length));
_PathArcToN(center, radius, a_min, a_max, arc_segment_count);
}
}
void ImDrawList::PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments)
{
if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
_Path.reserve(_Path.Size + (num_segments + 1));
const float cos_rot = ImCos(rot);
const float sin_rot = ImSin(rot);
for (int i = 0; i <= num_segments; i++)
{
const float a = a_min + ((float)i / (float)num_segments) * (a_max - a_min);
ImVec2 point(ImCos(a) * radius_x, ImSin(a) * radius_y);
const float rel_x = (point.x * cos_rot) - (point.y * sin_rot);
const float rel_y = (point.x * sin_rot) + (point.y * cos_rot);
point.x = rel_x + center.x;
point.y = rel_y + center.y;
_Path.push_back(point);
}
}
ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
{
float u = 1.0f - t;
float w1 = u * u * u;
float w2 = 3 * u * u * t;
float w3 = 3 * u * t * t;
float w4 = t * t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
}
ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
{
float u = 1.0f - t;
float w1 = u * u;
float w2 = 2 * u * t;
float w3 = t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
}
// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
{
float dx = x4 - x1;
float dy = y4 - y1;
float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
d2 = (d2 >= 0) ? d2 : -d2;
d3 = (d3 >= 0) ? d3 : -d3;
if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x4, y4));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x34 = (x3 + x4) * 0.5f, y34 = (y3 + y4) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
}
}
static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
{
float dx = x3 - x1, dy = y3 - y1;
float det = (x2 - x3) * dy - (y2 - y3) * dx;
if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x3, y3));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
}
}
void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
}
}
void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
IM_ASSERT(_Data->CurveTessellationTol > 0.0f);
PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
}
}
static inline ImDrawFlags FixRectCornerFlags(ImDrawFlags flags)
{
/*
IM_STATIC_ASSERT(ImDrawFlags_RoundCornersTopLeft == (1 << 4));
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
// Obsoleted in 1.82 (from February 2021). This code was stripped/simplified and mostly commented in 1.90 (from September 2023)
// - Legacy Support for hard coded ~0 (used to be a suggested equivalent to ImDrawCornerFlags_All)
if (flags == ~0) { return ImDrawFlags_RoundCornersAll; }
// - Legacy Support for hard coded 0x01 to 0x0F (matching 15 out of 16 old flags combinations). Read details in older version of this code.
if (flags >= 0x01 && flags <= 0x0F) { return (flags << 4); }
// We cannot support hard coded 0x00 with 'float rounding > 0.0f' --> replace with ImDrawFlags_RoundCornersNone or use 'float rounding = 0.0f'
#endif
*/
// If this assert triggers, please update your code replacing hardcoded values with new ImDrawFlags_RoundCorners* values.
// Note that ImDrawFlags_Closed (== 0x01) is an invalid flag for AddRect(), AddRectFilled(), PathRect() etc. anyway.
// See details in 1.82 Changelog as well as 2021/03/12 and 2023/09/08 entries in "API BREAKING CHANGES" section.
IM_ASSERT((flags & 0x0F) == 0 && "Misuse of legacy hardcoded ImDrawCornerFlags values!");
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags |= ImDrawFlags_RoundCornersAll;
return flags;
}
void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawFlags flags)
{
if (rounding >= 0.5f)
{
flags = FixRectCornerFlags(flags);
rounding = ImMin(rounding, ImFabs(b.x - a.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
rounding = ImMin(rounding, ImFabs(b.y - a.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
}
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PathLineTo(a);
PathLineTo(ImVec2(b.x, a.y));
PathLineTo(b);
PathLineTo(ImVec2(a.x, b.y));
}
else
{
const float rounding_tl = (flags & ImDrawFlags_RoundCornersTopLeft) ? rounding : 0.0f;
const float rounding_tr = (flags & ImDrawFlags_RoundCornersTopRight) ? rounding : 0.0f;
const float rounding_br = (flags & ImDrawFlags_RoundCornersBottomRight) ? rounding : 0.0f;
const float rounding_bl = (flags & ImDrawFlags_RoundCornersBottomLeft) ? rounding : 0.0f;
PathArcToFast(ImVec2(a.x + rounding_tl, a.y + rounding_tl), rounding_tl, 6, 9);
PathArcToFast(ImVec2(b.x - rounding_tr, a.y + rounding_tr), rounding_tr, 9, 12);
PathArcToFast(ImVec2(b.x - rounding_br, b.y - rounding_br), rounding_br, 0, 3);
PathArcToFast(ImVec2(a.x + rounding_bl, b.y - rounding_bl), rounding_bl, 3, 6);
}
}
void ImDrawList::AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1 + ImVec2(0.5f, 0.5f));
PathLineTo(p2 + ImVec2(0.5f, 0.5f));
PathStroke(col, 0, thickness);
}
// p_min = upper-left, p_max = lower-right
// Note we don't render 1 pixels sized rectangles properly.
void ImDrawList::AddRect(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (thickness <= 1.f)
PathRect(p_min + ImVec2(0.50f, 0.50f), p_max - ImVec2(0.50f, 0.50f), rounding, flags);
else
PathRect(p_min, p_max, rounding, flags); // Better looking lower-right corner and rounded non-AA shapes.
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddRectFilled(const ImVec2& p_min, const ImVec2& p_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
PrimReserve(6, 4);
PrimRect(p_min, p_max, col);
}
else
{
PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
}
}
// p_min = upper-left, p_max = lower-right
void ImDrawList::AddRectFilledMultiColor(const ImVec2& p_min, const ImVec2& p_max, ImU32 col_upr_left, ImU32 col_upr_right, ImU32 col_bot_right, ImU32 col_bot_left, float rounding, ImDrawFlags flags)
{
if (((col_upr_left | col_upr_right | col_bot_right | col_bot_left) & IM_COL32_A_MASK) == 0)
return;
flags = FixRectCornerFlags(flags);
rounding = ImMin(rounding, ImFabs(p_max.x - p_min.x) * (((flags & ImDrawFlags_RoundCornersTop) == ImDrawFlags_RoundCornersTop) || ((flags & ImDrawFlags_RoundCornersBottom) == ImDrawFlags_RoundCornersBottom) ? 0.5f : 1.0f) - 1.0f);
rounding = ImMin(rounding, ImFabs(p_max.y - p_min.y) * (((flags & ImDrawFlags_RoundCornersLeft) == ImDrawFlags_RoundCornersLeft) || ((flags & ImDrawFlags_RoundCornersRight) == ImDrawFlags_RoundCornersRight) ? 0.5f : 1.0f) - 1.0f);
// https://github.com/ocornut/imgui/issues/3710#issuecomment-758555966
if (rounding > 0.0f)
{
const int size_before = VtxBuffer.Size;
AddRectFilled(p_min, p_max, IM_COL32_WHITE, rounding, flags);
const int size_after = VtxBuffer.Size;
for (int i = size_before; i < size_after; i++)
{
ImDrawVert* vert = VtxBuffer.Data + i;
ImVec4 upr_left = ImGui::ColorConvertU32ToFloat4(col_upr_left);
ImVec4 bot_left = ImGui::ColorConvertU32ToFloat4(col_bot_left);
ImVec4 up_right = ImGui::ColorConvertU32ToFloat4(col_upr_right);
ImVec4 bot_right = ImGui::ColorConvertU32ToFloat4(col_bot_right);
float X = ImClamp((vert->pos.x - p_min.x) / (p_max.x - p_min.x), 0.0f, 1.0f);
// 4 colors - 8 deltas
float r1 = upr_left.x + (up_right.x - upr_left.x) * X;
float r2 = bot_left.x + (bot_right.x - bot_left.x) * X;
float g1 = upr_left.y + (up_right.y - upr_left.y) * X;
float g2 = bot_left.y + (bot_right.y - bot_left.y) * X;
float b1 = upr_left.z + (up_right.z - upr_left.z) * X;
float b2 = bot_left.z + (bot_right.z - bot_left.z) * X;
float a1 = upr_left.w + (up_right.w - upr_left.w) * X;
float a2 = bot_left.w + (bot_right.w - bot_left.w) * X;
float Y = ImClamp((vert->pos.y - p_min.y) / (p_max.y - p_min.y), 0.0f, 1.0f);
float r = r1 + (r2 - r1) * Y;
float g = g1 + (g2 - g1) * Y;
float b = b1 + (b2 - b1) * Y;
float a = a1 + (a2 - a1) * Y;
ImVec4 RGBA(r, g, b, a);
RGBA = RGBA * ImGui::ColorConvertU32ToFloat4(vert->col);
vert->col = ImColor(RGBA);
}
return;
}
const ImVec2 uv = _Data->TexUvWhitePixel;
PrimReserve(6, 4);
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 1)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2));
PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 2)); PrimWriteIdx((ImDrawIdx)(_VtxCurrentIdx + 3));
PrimWriteVtx(p_min, uv, col_upr_left);
PrimWriteVtx(ImVec2(p_max.x, p_min.y), uv, col_upr_right);
PrimWriteVtx(p_max, uv, col_bot_right);
PrimWriteVtx(ImVec2(p_min.x, p_max.y), uv, col_bot_left);
}
void ImDrawList::AddQuad(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddQuadFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathLineTo(p4);
PathFillConvex(col);
}
void ImDrawList::AddTriangle(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddTriangleFilled(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathLineTo(p2);
PathLineTo(p3);
PathFillConvex(col);
}
void ImDrawList::AddCircle(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
{
// Use arc with automatic segment count
_PathArcToFastEx(center, radius - 0.5f, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
}
PathStroke(col, ImDrawFlags_Closed, thickness);
}
void ImDrawList::AddCircleFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || radius < 0.5f)
return;
if (num_segments <= 0)
{
// Use arc with automatic segment count
_PathArcToFastEx(center, radius, 0, IM_DRAWLIST_ARCFAST_SAMPLE_MAX, 0);
_Path.Size--;
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
}
PathFillConvex(col);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgon(const ImVec2& center, float radius, ImU32 col, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius - 0.5f, 0.0f, a_max, num_segments - 1);
PathStroke(col, ImDrawFlags_Closed, thickness);
}
// Guaranteed to honor 'num_segments'
void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0 || num_segments <= 2)
return;
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
PathArcTo(center, radius, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Ellipse
void ImDrawList::AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments, float thickness)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
PathStroke(col, true, thickness);
}
void ImDrawList::AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (num_segments <= 0)
num_segments = _CalcCircleAutoSegmentCount(ImMax(radius_x, radius_y)); // A bit pessimistic, maybe there's a better computation to do here.
// Because we are filling a closed shape we remove 1 from the count of segments/points
const float a_max = IM_PI * 2.0f * ((float)num_segments - 1.0f) / (float)num_segments;
PathEllipticalArcTo(center, radius_x, radius_y, rot, 0.0f, a_max, num_segments - 1);
PathFillConvex(col);
}
// Cubic Bezier takes 4 controls points
void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
PathStroke(col, 0, thickness);
}
// Quadratic Bezier takes 3 controls points
void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
PathLineTo(p1);
PathBezierQuadraticCurveTo(p2, p3, num_segments);
PathStroke(col, 0, thickness);
}
void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
if (text_end == NULL)
text_end = text_begin + strlen(text_begin);
if (text_begin == text_end)
return;
// Pull default font/size from the shared ImDrawListSharedData instance
if (font == NULL)
font = _Data->Font;
if (font_size == 0.0f)
font_size = _Data->FontSize;
IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font.
ImVec4 clip_rect = _CmdHeader.ClipRect;
if (cpu_fine_clip_rect)
{
clip_rect.x = ImMax(clip_rect.x, cpu_fine_clip_rect->x);
clip_rect.y = ImMax(clip_rect.y, cpu_fine_clip_rect->y);
clip_rect.z = ImMin(clip_rect.z, cpu_fine_clip_rect->z);
clip_rect.w = ImMin(clip_rect.w, cpu_fine_clip_rect->w);
}
font->RenderText(this, font_size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip_rect != NULL);
}
void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end)
{
AddText(NULL, 0.0f, pos, col, text_begin, text_end);
}
void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimRectUV(p_min, p_max, uv_min, uv_max, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
PrimReserve(6, 4);
PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col);
if (push_texture_id)
PopTextureID();
}
void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags)
{
if ((col & IM_COL32_A_MASK) == 0)
return;
flags = FixRectCornerFlags(flags);
if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone)
{
AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col);
return;
}
const bool push_texture_id = user_texture_id != _CmdHeader.TextureId;
if (push_texture_id)
PushTextureID(user_texture_id);
int vert_start_idx = VtxBuffer.Size;
PathRect(p_min, p_max, rounding, flags);
PathFillConvex(col);
int vert_end_idx = VtxBuffer.Size;
ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true);
if (push_texture_id)
PopTextureID();
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawList Shadow Primitives
//-----------------------------------------------------------------------------
// - AddSubtractedRect() [Internal]
// - ClipPolygonShape() [Internal]
// - AddSubtractedRect() [Internal]
// - AddRectShadow()
//-----------------------------------------------------------------------------
// Adds a rectangle (A) with another rectangle (B) subtracted from it (i.e. the portion of A covered by B is not drawn). Does not handle rounded corners (use the version that takes a convex polygon for that).
static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const ImVec2& a_max, const ImVec2& a_min_uv, const ImVec2& a_max_uv, ImVec2 b_min, ImVec2 b_max, ImU32 col)
{
// Early out without drawing anything if A is zero-size
if (a_min.x >= a_max.x || a_min.y >= a_max.y)
return;
// Early out without drawing anything if B covers A entirely
if (a_min.x >= b_min.x && a_max.x <= b_max.x && a_min.y >= b_min.y && a_max.y <= b_max.y)
return;
// First clip the extents of B to A
b_min = ImMax(b_min, a_min);
b_max = ImMin(b_max, a_max);
if (b_min.x >= b_max.x || b_min.y >= b_max.y)
{
// B is entirely outside A, so just draw A as-is
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(a_min, a_max, a_min_uv, a_max_uv, col);
return;
}
// Otherwise we need to emit (up to) four quads to cover the visible area...
// Our layout looks like this (numbers are vertex indices, letters are quads):
//
// 0---8------9-----1
// | | B | |
// + 4------5 +
// | A |xxxxxx| C |
// | |xxxxxx| |
// + 7------6 +
// | | D | |
// 3---11-----10----2
const int max_verts = 12;
const int max_indices = 6 * 4; // At most four quads
draw_list->PrimReserve(max_indices, max_verts);
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx idx = (ImDrawIdx)draw_list->_VtxCurrentIdx;
// Write vertices
vtx_write[0].pos = ImVec2(a_min.x, a_min.y); vtx_write[0].uv = ImVec2(a_min_uv.x, a_min_uv.y); vtx_write[0].col = col;
vtx_write[1].pos = ImVec2(a_max.x, a_min.y); vtx_write[1].uv = ImVec2(a_max_uv.x, a_min_uv.y); vtx_write[1].col = col;
vtx_write[2].pos = ImVec2(a_max.x, a_max.y); vtx_write[2].uv = ImVec2(a_max_uv.x, a_max_uv.y); vtx_write[2].col = col;
vtx_write[3].pos = ImVec2(a_min.x, a_max.y); vtx_write[3].uv = ImVec2(a_min_uv.x, a_max_uv.y); vtx_write[3].col = col;
const ImVec2 pos_to_uv_scale = (a_max_uv - a_min_uv) / (a_max - a_min); // Guaranteed never to be a /0 because we check for zero-size A above
const ImVec2 pos_to_uv_offset = (a_min_uv / pos_to_uv_scale) - a_min;
// Helper that generates an interpolated UV based on position
#define LERP_UV(x_pos, y_pos) (ImVec2(((x_pos) + pos_to_uv_offset.x) * pos_to_uv_scale.x, ((y_pos) + pos_to_uv_offset.y) * pos_to_uv_scale.y))
vtx_write[4].pos = ImVec2(b_min.x, b_min.y); vtx_write[4].uv = LERP_UV(b_min.x, b_min.y); vtx_write[4].col = col;
vtx_write[5].pos = ImVec2(b_max.x, b_min.y); vtx_write[5].uv = LERP_UV(b_max.x, b_min.y); vtx_write[5].col = col;
vtx_write[6].pos = ImVec2(b_max.x, b_max.y); vtx_write[6].uv = LERP_UV(b_max.x, b_max.y); vtx_write[6].col = col;
vtx_write[7].pos = ImVec2(b_min.x, b_max.y); vtx_write[7].uv = LERP_UV(b_min.x, b_max.y); vtx_write[7].col = col;
vtx_write[8].pos = ImVec2(b_min.x, a_min.y); vtx_write[8].uv = LERP_UV(b_min.x, a_min.y); vtx_write[8].col = col;
vtx_write[9].pos = ImVec2(b_max.x, a_min.y); vtx_write[9].uv = LERP_UV(b_max.x, a_min.y); vtx_write[9].col = col;
vtx_write[10].pos = ImVec2(b_max.x, a_max.y); vtx_write[10].uv = LERP_UV(b_max.x, a_max.y); vtx_write[10].col = col;
vtx_write[11].pos = ImVec2(b_min.x, a_max.y); vtx_write[11].uv = LERP_UV(b_min.x, a_max.y); vtx_write[11].col = col;
#undef LERP_UV
draw_list->_VtxWritePtr += 12;
draw_list->_VtxCurrentIdx += 12;
// Write indices for each quad (if it is visible)
if (b_min.x > a_min.x) // A
{
idx_write[0] = (ImDrawIdx)(idx + 0); idx_write[1] = (ImDrawIdx)(idx + 8); idx_write[2] = (ImDrawIdx)(idx + 11);
idx_write[3] = (ImDrawIdx)(idx + 0); idx_write[4] = (ImDrawIdx)(idx + 11); idx_write[5] = (ImDrawIdx)(idx + 3);
idx_write += 6;
}
if (b_min.y > a_min.y) // B
{
idx_write[0] = (ImDrawIdx)(idx + 8); idx_write[1] = (ImDrawIdx)(idx + 9); idx_write[2] = (ImDrawIdx)(idx + 5);
idx_write[3] = (ImDrawIdx)(idx + 8); idx_write[4] = (ImDrawIdx)(idx + 5); idx_write[5] = (ImDrawIdx)(idx + 4);
idx_write += 6;
}
if (a_max.x > b_max.x) // C
{
idx_write[0] = (ImDrawIdx)(idx + 9); idx_write[1] = (ImDrawIdx)(idx + 1); idx_write[2] = (ImDrawIdx)(idx + 2);
idx_write[3] = (ImDrawIdx)(idx + 9); idx_write[4] = (ImDrawIdx)(idx + 2); idx_write[5] = (ImDrawIdx)(idx + 10);
idx_write += 6;
}
if (a_max.y > b_max.y) // D
{
idx_write[0] = (ImDrawIdx)(idx + 7); idx_write[1] = (ImDrawIdx)(idx + 6); idx_write[2] = (ImDrawIdx)(idx + 10);
idx_write[3] = (ImDrawIdx)(idx + 7); idx_write[4] = (ImDrawIdx)(idx + 10); idx_write[5] = (ImDrawIdx)(idx + 11);
idx_write += 6;
}
const int used_indices = (int)(idx_write - draw_list->_IdxWritePtr);
draw_list->_IdxWritePtr = idx_write;
draw_list->PrimUnreserve(max_indices - used_indices, 0);
}
// Clip a polygonal shape to a rectangle, writing the results into dest_points. The number of points emitted is returned (may be zero if the polygon was entirely outside the rectangle, or the source polygon was not valid). dest_points may still be written to even if zero was returned.
// allocated_dest_points should contain the number of allocated points in dest_points - in general this should be the number of source points + 4 to accommodate the worst case. If this is exceeded data will be truncated and -1 returned. Stack space work area is allocated based on this value so it shouldn't be too large.
static int ClipPolygonShape(ImVec2* src_points, int num_src_points, ImVec2* dest_points, int allocated_dest_points, ImVec2 clip_rect_min, ImVec2 clip_rect_max)
{
// Early-out with an empty result if clipping region is zero-sized
if (clip_rect_max.x <= clip_rect_min.x || clip_rect_max.y <= clip_rect_min.y)
return 0;
// Early-out if there is no source geometry
if (num_src_points < 3)
return 0;
// The four clip planes here are indexed as:
// 0 = X-, 1 = X+, 2 = Y-, 3 = Y+
ImU8* outflags[2]; // Double-buffered flags for each vertex indicating which of the four clip planes it is outside of
outflags[0] = (ImU8*)alloca(2 * allocated_dest_points * sizeof(ImU8));
outflags[1] = outflags[0] + allocated_dest_points;
// Calculate initial outflags
ImU8 outflags_anded = 0xFF;
ImU8 outflags_ored = 0;
for (int point_idx = 0; point_idx < num_src_points; point_idx++)
{
const ImVec2 pos = src_points[point_idx];
const ImU8 point_outflags = (pos.x < clip_rect_min.x ? 1 : 0) | (pos.x > clip_rect_max.x ? 2 : 0) | (pos.y < clip_rect_min.y ? 4 : 0) | (pos.y > clip_rect_max.y ? 8 : 0);
outflags[0][point_idx] = point_outflags; // Writing to buffer 0
outflags_anded &= point_outflags;
outflags_ored |= point_outflags;
}
if (outflags_anded != 0) // Entirely clipped by any one plane, so nothing remains
return 0;
if (outflags_ored == 0) // Entirely within bounds, so trivial accept
{
if (allocated_dest_points < num_src_points)
return -1; // Not sure what the caller was thinking if this happens, but we should handle it gracefully
memcpy(dest_points, src_points, num_src_points * sizeof(ImVec2));
return num_src_points;
}
// Shape needs clipping
ImVec2* clip_buf[2]; // Double-buffered work area
clip_buf[0] = (ImVec2*)alloca(2 * allocated_dest_points * sizeof(ImVec2)); //-V630
clip_buf[1] = clip_buf[0] + allocated_dest_points;
memcpy(clip_buf[0], src_points, num_src_points * sizeof(ImVec2));
int clip_buf_size = num_src_points; // Number of vertices currently in the clip buffer
int read_buffer_idx = 0; // The index of the clip buffer/out-flags we are reading (0 or 1)
for (int clip_plane = 0; clip_plane < 4; clip_plane++) // 0 = X-, 1 = X+, 2 = Y-, 3 = Y+
{
const int clip_plane_bit = 1 << clip_plane; // Bit mask for our current plane in out-flags
if ((outflags_ored & clip_plane_bit) == 0)
continue; // All vertices are inside this plane, so no need to clip
ImVec2* read_vert = &clip_buf[read_buffer_idx][0]; // Clip buffer vertex we are currently reading
ImVec2* write_vert = &clip_buf[1 - read_buffer_idx][0]; // Clip buffer vertex we are currently writing
ImVec2* write_vert_end = write_vert + allocated_dest_points; // End of the write buffer
ImU8* read_outflags = &outflags[read_buffer_idx][0]; // Out-flag we are currently reading
ImU8* write_outflags = &outflags[1 - read_buffer_idx][0]; // Out-flag we are currently writing
// Keep track of the last vertex visited, initially the last in the list
ImVec2* last_vert = &read_vert[clip_buf_size - 1];
ImU8 last_outflags = read_outflags[clip_buf_size - 1];
for (int vert = 0; vert < clip_buf_size; vert++)
{
ImU8 current_outflags = *(read_outflags++);
bool out = (current_outflags & clip_plane_bit) != 0;
if (((current_outflags ^ last_outflags) & clip_plane_bit) == 0) // We haven't crossed the clip plane
{
if (!out)
{
// Emit vertex as-is
if (write_vert >= write_vert_end)
return -1; // Ran out of buffer space, so abort
*(write_vert++) = *read_vert;
*(write_outflags++) = current_outflags;
}
}
else
{
// Emit a vertex at the intersection point
float t = 0.0f;
ImVec2 pos0 = *last_vert;
ImVec2 pos1 = *read_vert;
ImVec2 intersect_pos;
switch (clip_plane)
{
case 0: t = (clip_rect_min.x - pos0.x) / (pos1.x - pos0.x); intersect_pos = ImVec2(clip_rect_min.x, pos0.y + ((pos1.y - pos0.y) * t)); break; // X-
case 1: t = (clip_rect_max.x - pos0.x) / (pos1.x - pos0.x); intersect_pos = ImVec2(clip_rect_max.x, pos0.y + ((pos1.y - pos0.y) * t)); break; // X+
case 2: t = (clip_rect_min.y - pos0.y) / (pos1.y - pos0.y); intersect_pos = ImVec2(pos0.x + ((pos1.x - pos0.x) * t), clip_rect_min.y); break; // Y-
case 3: t = (clip_rect_max.y - pos0.y) / (pos1.y - pos0.y); intersect_pos = ImVec2(pos0.x + ((pos1.x - pos0.x) * t), clip_rect_max.y); break; // Y+
}
if (write_vert >= write_vert_end)
return -1; // Ran out of buffer space, so abort
// Write new out-flags for the vertex we just emitted
*(write_vert++) = intersect_pos;
*(write_outflags++) = (intersect_pos.x < clip_rect_min.x ? 1 : 0) | (intersect_pos.x > clip_rect_max.x ? 2 : 0) | (intersect_pos.y < clip_rect_min.y ? 4 : 0) | (intersect_pos.y > clip_rect_max.y ? 8 : 0);
if (!out)
{
// When coming back in, also emit the actual vertex
if (write_vert >= write_vert_end)
return -1; // Ran out of buffer space, so abort
*(write_vert++) = *read_vert;
*(write_outflags++) = current_outflags;
}
last_outflags = current_outflags;
}
last_vert = read_vert;
read_vert++; // Advance to next vertex
}
clip_buf_size = (int)(write_vert - &clip_buf[1 - read_buffer_idx][0]); // Update buffer size
read_buffer_idx = 1 - read_buffer_idx; // Swap buffers
}
if (clip_buf_size < 3)
return 0; // Nothing to return
// Copy results to output buffer, removing any redundant vertices
int num_out_verts = 0;
ImVec2 last_vert = clip_buf[read_buffer_idx][clip_buf_size - 1];
for (int i = 0; i < clip_buf_size; i++)
{
ImVec2 vert = clip_buf[read_buffer_idx][i];
if (ImLengthSqr(vert - last_vert) <= 0.00001f)
continue;
dest_points[num_out_verts++] = vert;
last_vert = vert;
}
// Return size (IF this is still a valid shape)
return (num_out_verts > 2) ? num_out_verts : 0;
}
// Adds a rectangle (A) with a convex shape (B) subtracted from it (i.e. the portion of A covered by B is not drawn).
static void AddSubtractedRect(ImDrawList* draw_list, const ImVec2& a_min, const ImVec2& a_max, const ImVec2& a_min_uv, const ImVec2& a_max_uv, ImVec2* b_points, int num_b_points, ImU32 col)
{
// Early out without drawing anything if A is zero-size
if (a_min.x >= a_max.x || a_min.y >= a_max.y)
return;
// First clip B to A
const int max_clipped_points = num_b_points + 4;
ImVec2* clipped_b_points = (ImVec2*)alloca(max_clipped_points * sizeof(ImVec2)); //-V630
const int num_clipped_points = ClipPolygonShape(b_points, num_b_points, clipped_b_points, max_clipped_points, a_min, a_max);
IM_ASSERT(num_clipped_points >= 0); // -1 would indicate max_clipped_points was too small, which shouldn't happen
b_points = clipped_b_points;
num_b_points = num_clipped_points;
if (num_clipped_points == 0)
{
// B is entirely outside A, so just draw A as-is
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(a_min, a_max, a_min_uv, a_max_uv, col);
}
else
{
// We need to generate clipped geometry
// To do this we walk the inner polygon and connect each edge to one of the four corners of our rectangle based on the quadrant their normal points at
const int max_verts = num_b_points + 4; // Inner points plus the four corners
const int max_indices = (num_b_points * 3) + (4 * 3); // Worst case is one triangle per inner edge and then four filler triangles
draw_list->PrimReserve(max_indices, max_verts);
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx inner_idx = (ImDrawIdx)draw_list->_VtxCurrentIdx; // Starting index for inner vertices
// Write inner vertices
const ImVec2 pos_to_uv_scale = (a_max_uv - a_min_uv) / (a_max - a_min); // Guaranteed never to be a /0 because we check for zero-size A above
const ImVec2 pos_to_uv_offset = (a_min_uv / pos_to_uv_scale) - a_min;
// Helper that generates an interpolated UV based on position
#define LERP_UV(x_pos, y_pos) (ImVec2(((x_pos) + pos_to_uv_offset.x) * pos_to_uv_scale.x, ((y_pos) + pos_to_uv_offset.y) * pos_to_uv_scale.y))
for (int i = 0; i < num_b_points; i++)
{
vtx_write[i].pos = b_points[i];
vtx_write[i].uv = LERP_UV(b_points[i].x, b_points[i].y);
vtx_write[i].col = col;
}
#undef LERP_UV
vtx_write += num_b_points;
// Write outer vertices
ImDrawIdx outer_idx = (ImDrawIdx)(inner_idx + num_b_points); // Starting index for outer vertices
ImVec2 outer_verts[4];
outer_verts[0] = ImVec2(a_min.x, a_min.y); // X- Y- (quadrant 0, top left)
outer_verts[1] = ImVec2(a_max.x, a_min.y); // X+ Y- (quadrant 1, top right)
outer_verts[2] = ImVec2(a_max.x, a_max.y); // X+ Y+ (quadrant 2, bottom right)
outer_verts[3] = ImVec2(a_min.x, a_max.y); // X- Y+ (quadrant 3, bottom left)
vtx_write[0].pos = outer_verts[0]; vtx_write[0].uv = ImVec2(a_min_uv.x, a_min_uv.y); vtx_write[0].col = col;
vtx_write[1].pos = outer_verts[1]; vtx_write[1].uv = ImVec2(a_max_uv.x, a_min_uv.y); vtx_write[1].col = col;
vtx_write[2].pos = outer_verts[2]; vtx_write[2].uv = ImVec2(a_max_uv.x, a_max_uv.y); vtx_write[2].col = col;
vtx_write[3].pos = outer_verts[3]; vtx_write[3].uv = ImVec2(a_min_uv.x, a_max_uv.y); vtx_write[3].col = col;
draw_list->_VtxCurrentIdx += num_b_points + 4;
draw_list->_VtxWritePtr += num_b_points + 4;
// Now walk the inner vertices in order
ImVec2 last_inner_vert = b_points[num_b_points - 1];
int last_inner_vert_idx = num_b_points - 1;
int last_outer_vert_idx = -1;
int first_outer_vert_idx = -1;
// Triangle-area based check for degenerate triangles
// Min area (0.1f) is doubled (* 2.0f) because we're calculating (area * 2) here
#define IS_DEGENERATE(a, b, c) (ImFabs((((a).x * ((b).y - (c).y)) + ((b).x * ((c).y - (a).y)) + ((c).x * ((a).y - (b).y)))) < (0.1f * 2.0f))
// Check the winding order of the inner vertices using the sign of the triangle area, and set the outer vertex winding to match
int outer_vertex_winding = (((b_points[0].x * (b_points[1].y - b_points[2].y)) + (b_points[1].x * (b_points[2].y - b_points[0].y)) + (b_points[2].x * (b_points[0].y - b_points[1].y))) < 0.0f) ? -1 : 1;
for (int inner_vert_idx = 0; inner_vert_idx < num_b_points; inner_vert_idx++)
{
ImVec2 current_inner_vert = b_points[inner_vert_idx];
// Calculate normal (not actually normalized, as for our purposes here it doesn't need to be)
ImVec2 normal(current_inner_vert.y - last_inner_vert.y, -(current_inner_vert.x - last_inner_vert.x));
// Calculate the outer vertex index based on the quadrant the normal points at (0=top left, 1=top right, 2=bottom right, 3=bottom left)
int outer_vert_idx = (ImFabs(normal.x) > ImFabs(normal.y)) ? ((normal.x >= 0.0f) ? ((normal.y > 0.0f) ? 2 : 1) : ((normal.y > 0.0f) ? 3 : 0)) : ((normal.y >= 0.0f) ? ((normal.x > 0.0f) ? 2 : 3) : ((normal.x > 0.0f) ? 1 : 0));
ImVec2 outer_vert = outer_verts[outer_vert_idx];
// Write the main triangle (connecting the inner edge to the corner)
if (!IS_DEGENERATE(last_inner_vert, current_inner_vert, outer_vert))
{
idx_write[0] = (ImDrawIdx)(inner_idx + last_inner_vert_idx);
idx_write[1] = (ImDrawIdx)(inner_idx + inner_vert_idx);
idx_write[2] = (ImDrawIdx)(outer_idx + outer_vert_idx);
idx_write += 3;
}
// We don't initially know which outer vertex we are going to start from, so set that here when processing the first inner vertex
if (first_outer_vert_idx == -1)
{
first_outer_vert_idx = outer_vert_idx;
last_outer_vert_idx = outer_vert_idx;
}
// Now walk the outer edge and write any filler triangles needed (connecting outer edges to the inner vertex)
while (outer_vert_idx != last_outer_vert_idx)
{
int next_outer_vert_idx = (last_outer_vert_idx + outer_vertex_winding) & 3;
if (!IS_DEGENERATE(outer_verts[last_outer_vert_idx], outer_verts[next_outer_vert_idx], last_inner_vert))
{
idx_write[0] = (ImDrawIdx)(outer_idx + last_outer_vert_idx);
idx_write[1] = (ImDrawIdx)(outer_idx + next_outer_vert_idx);
idx_write[2] = (ImDrawIdx)(inner_idx + last_inner_vert_idx);
idx_write += 3;
}
last_outer_vert_idx = next_outer_vert_idx;
}
last_inner_vert = current_inner_vert;
last_inner_vert_idx = inner_vert_idx;
}
// Write remaining filler triangles for any un-traversed outer edges
if (first_outer_vert_idx != -1)
{
while (first_outer_vert_idx != last_outer_vert_idx)
{
int next_outer_vert_idx = (last_outer_vert_idx + outer_vertex_winding) & 3;
if (!IS_DEGENERATE(outer_verts[last_outer_vert_idx], outer_verts[next_outer_vert_idx], last_inner_vert))
{
idx_write[0] = (ImDrawIdx)(outer_idx + last_outer_vert_idx);
idx_write[1] = (ImDrawIdx)(outer_idx + next_outer_vert_idx);
idx_write[2] = (ImDrawIdx)(inner_idx + last_inner_vert_idx);
idx_write += 3;
}
last_outer_vert_idx = next_outer_vert_idx;
}
}
#undef IS_DEGENERATE
int used_indices = (int)(idx_write - draw_list->_IdxWritePtr);
draw_list->_IdxWritePtr = idx_write;
draw_list->PrimUnreserve(max_indices - used_indices, 0);
}
}
void ImDrawList::AddShadowRect(const ImVec2& obj_min, const ImVec2& obj_max, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, float obj_rounding)
{
if ((shadow_col & IM_COL32_A_MASK) == 0)
return;
ImVec2* inner_rect_points = NULL; // Points that make up the shape of the inner rectangle (used when it has rounded corners)
int inner_rect_points_count = 0;
// Generate a path describing the inner rectangle and copy it to our buffer
const bool is_filled = (flags & ImDrawFlags_ShadowCutOutShapeBackground) == 0;
const bool is_rounded = (obj_rounding > 0.0f) && ((flags & ImDrawFlags_RoundCornersMask_) != ImDrawFlags_RoundCornersNone); // Do we have rounded corners?
if (is_rounded && !is_filled)
{
IM_ASSERT(_Path.Size == 0);
PathRect(obj_min, obj_max, obj_rounding, flags);
inner_rect_points_count = _Path.Size;
inner_rect_points = (ImVec2*)alloca(inner_rect_points_count * sizeof(ImVec2)); //-V630
memcpy(inner_rect_points, _Path.Data, inner_rect_points_count * sizeof(ImVec2));
_Path.Size = 0;
}
if (is_filled)
PrimReserve(6 * 9, 4 * 9); // Reserve space for adding unclipped chunks
// Draw the relevant chunks of the texture (the texture is split into a 3x3 grid)
// FIXME-OPT: Might make sense to optimize/unroll for the fast paths (filled or not rounded)
for (int x = 0; x < 3; x++)
{
for (int y = 0; y < 3; y++)
{
const int uv_index = x + (y + y + y); // y*3 formatted so as to ensure the compiler avoids an actual multiply
const ImVec4 uvs = _Data->ShadowRectUvs[uv_index];
ImVec2 draw_min, draw_max;
switch (x)
{
case 0: draw_min.x = obj_min.x - shadow_thickness; draw_max.x = obj_min.x; break;
case 1: draw_min.x = obj_min.x; draw_max.x = obj_max.x; break;
case 2: draw_min.x = obj_max.x; draw_max.x = obj_max.x + shadow_thickness; break;
}
switch (y)
{
case 0: draw_min.y = obj_min.y - shadow_thickness; draw_max.y = obj_min.y; break;
case 1: draw_min.y = obj_min.y; draw_max.y = obj_max.y; break;
case 2: draw_min.y = obj_max.y; draw_max.y = obj_max.y + shadow_thickness; break;
}
ImVec2 uv_min(uvs.x, uvs.y);
ImVec2 uv_max(uvs.z, uvs.w);
if (is_filled)
PrimRectUV(draw_min + shadow_offset, draw_max + shadow_offset, uv_min, uv_max, shadow_col); // No clipping path (draw entire shadow)
else if (is_rounded)
AddSubtractedRect(this, draw_min + shadow_offset, draw_max + shadow_offset, uv_min, uv_max, inner_rect_points, inner_rect_points_count, shadow_col); // Complex path for rounded rectangles
else
AddSubtractedRect(this, draw_min + shadow_offset, draw_max + shadow_offset, uv_min, uv_max, obj_min, obj_max, shadow_col); // Simple fast path for non-rounded rectangles
}
}
}
// Add a shadow for a convex shape described by points and num_points
void ImDrawList::AddShadowConvexPoly(const ImVec2* points, int points_count, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags)
{
const bool is_filled = (flags & ImDrawFlags_ShadowCutOutShapeBackground) == 0;
IM_ASSERT((is_filled || (ImLengthSqr(shadow_offset) < 0.00001f)) && "Drawing circle/convex shape shadows with no center fill and an offset is not currently supported");
IM_ASSERT(points_count >= 3);
// Calculate poly vertex order
const int vertex_winding = (((points[0].x * (points[1].y - points[2].y)) + (points[1].x * (points[2].y - points[0].y)) + (points[2].x * (points[0].y - points[1].y))) < 0.0f) ? -1 : 1;
// If we're using anti-aliasing, then inset the shadow by 0.5 pixels to avoid unpleasant fringing artifacts
const bool use_inset_distance = (Flags & ImDrawListFlags_AntiAliasedFill) && (!is_filled);
const float inset_distance = 0.5f;
const ImVec4 uvs = _Data->ShadowRectUvs[9];
int tex_width = _Data->Font->ContainerAtlas->TexWidth;
int tex_height = _Data->Font->ContainerAtlas->TexHeight;
float inv_tex_width = 1.0f / (float)tex_width;
float inv_tex_height = 1.0f / (float)tex_height;
ImVec2 solid_uv = ImVec2(uvs.z, uvs.w); // UV at the inside of an edge
ImVec2 edge_uv = ImVec2(uvs.x, uvs.w); // UV at the outside of an edge
ImVec2 solid_to_edge_delta_texels = edge_uv - solid_uv; // Delta between the solid/edge points in texel-space (we need this in pixels - or, to be more precise, to be at a 1:1 aspect ratio - for the rotation to work)
solid_to_edge_delta_texels.x *= (float)tex_width;
solid_to_edge_delta_texels.y *= (float)tex_height;
// Our basic algorithm here is that we generate a straight section along each edge, and then either one or two curved corner triangles at the corners,
// which use an appropriate chunk of the texture to generate a smooth curve.
const int num_edges = points_count;
// Normalize a vector
#define NORMALIZE(vec) ((vec) / ImLength((vec), 0.001f))
const int required_stack_mem = (num_edges * sizeof(ImVec2)) + (num_edges * sizeof(float));
ImU8* base_mem_for_normals_and_edges = (ImU8*)alloca(required_stack_mem);
ImU8* mem_for_normals_and_edges = (ImU8*)base_mem_for_normals_and_edges;
// Calculate edge normals
ImVec2* edge_normals = (ImVec2*)(void*)mem_for_normals_and_edges;
mem_for_normals_and_edges += num_edges * sizeof(ImVec2);
for (int edge_index = 0; edge_index < num_edges; edge_index++)
{
ImVec2 edge_start = points[edge_index]; // No need to apply offset here because the normal is unaffected
ImVec2 edge_end = points[(edge_index + 1) % num_edges];
ImVec2 edge_normal = NORMALIZE(ImVec2(edge_end.y - edge_start.y, -(edge_end.x - edge_start.x)));
edge_normals[edge_index] = edge_normal * (float)vertex_winding; // Flip normals for reverse winding
}
// Pre-calculate edge scales
// We need to do this because we need the edge strips to have widths that match up with the corner sections, otherwise pixel cracking can occur along the boundaries
float* edge_size_scales = (float*)(void*)mem_for_normals_and_edges;
mem_for_normals_and_edges += num_edges * sizeof(float);
IM_ASSERT_PARANOID(mem_for_normals_and_edges == (base_mem_for_normals_and_edges + required_stack_mem)); // Check we used exactly what we allocated
{
ImVec2 prev_edge_normal = edge_normals[num_edges - 1];
for (int edge_index = 0; edge_index < num_edges; edge_index++)
{
ImVec2 edge_normal = edge_normals[edge_index];
float cos_angle_coverage = ImDot(edge_normal, prev_edge_normal);
if (cos_angle_coverage < 0.999999f)
{
// If we are covering more than 90 degrees we need an intermediate vertex to stop the required expansion tending towards infinity.
// And thus the effective angle will be halved (matches the similar code in loop below)
float angle_coverage = ImAcos(cos_angle_coverage);
if (cos_angle_coverage <= 0.0f) // -V1051
angle_coverage *= 0.5f;
edge_size_scales[edge_index] = 1.0f / ImCos(angle_coverage * 0.5f); // How much we need to expand our size by to avoid clipping the corner of the texture off
}
else
{
edge_size_scales[edge_index] = 1.0f; // No corner, thus default scale
}
prev_edge_normal = edge_normal;
}
}
const int max_vertices = (4 + (3 * 2) + (is_filled ? 1 : 0)) * num_edges; // 4 vertices per edge plus 3*2 for potentially two corner triangles, plus one per vertex for fill
const int max_indices = ((6 + (3 * 2)) * num_edges) + (is_filled ? ((num_edges - 2) * 3) : 0); // 2 tris per edge plus up to two corner triangles, plus fill triangles
PrimReserve(max_indices, max_vertices);
ImDrawIdx* idx_write = _IdxWritePtr;
ImDrawVert* vtx_write = _VtxWritePtr;
ImDrawIdx current_idx = (ImDrawIdx)_VtxCurrentIdx;
//ImVec2 previous_edge_start = points[0] + offset;
ImVec2 prev_edge_normal = edge_normals[num_edges - 1];
ImVec2 edge_start = points[0] + shadow_offset;
if (use_inset_distance)
edge_start -= NORMALIZE(edge_normals[0] + prev_edge_normal) * inset_distance;
for (int edge_index = 0; edge_index < num_edges; edge_index++)
{
ImVec2 edge_end = points[(edge_index + 1) % num_edges] + shadow_offset;
ImVec2 edge_normal = edge_normals[edge_index];
const float size_scale_start = edge_size_scales[edge_index];
const float size_scale_end = edge_size_scales[(edge_index + 1) % num_edges];
if (use_inset_distance)
edge_end -= NORMALIZE(edge_normals[(edge_index + 1) % num_edges] + edge_normal) * inset_distance;
// Add corner section
float cos_angle_coverage = ImDot(edge_normal, prev_edge_normal);
if (cos_angle_coverage < 0.999999f) // Don't fill if the corner is actually straight
{
// If we are covering more than 90 degrees we need an intermediate vertex to stop the required expansion tending towards infinity.
// And thus the effective angle has been halved (matches the similar code in loop above)
int num_steps = (cos_angle_coverage <= 0.0f) ? 2 : 1;
for (int step = 0; step < num_steps; step++)
{
if (num_steps > 1)
{
if (step == 0)
edge_normal = NORMALIZE(edge_normal + prev_edge_normal); // Use half-way normal for first step
else
edge_normal = edge_normals[edge_index]; // Then use the "real" next edge normal for the second
cos_angle_coverage = ImDot(edge_normal, prev_edge_normal); // Recalculate angle
}
// Calculate UV for the section of the curved texture
const float angle_coverage = ImAcos(cos_angle_coverage);
const float sin_angle_coverage = ImSin(angle_coverage);
ImVec2 edge_delta = solid_to_edge_delta_texels;
edge_delta *= size_scale_start;
ImVec2 rotated_edge_delta = ImVec2((edge_delta.x * cos_angle_coverage) + (edge_delta.y * sin_angle_coverage), (edge_delta.x * sin_angle_coverage) + (edge_delta.y * cos_angle_coverage));
// Convert from texels back into UV space
edge_delta.x *= inv_tex_width;
edge_delta.y *= inv_tex_height;
rotated_edge_delta.x *= inv_tex_width;
rotated_edge_delta.y *= inv_tex_height;
ImVec2 expanded_edge_uv = solid_uv + edge_delta;
ImVec2 other_edge_uv = solid_uv + rotated_edge_delta; // Rotated UV to encompass the necessary section of the curve
float expanded_thickness = shadow_thickness * size_scale_start;
// Add a triangle to fill the corner
ImVec2 outer_edge_start = edge_start + (prev_edge_normal * expanded_thickness);
ImVec2 outer_edge_end = edge_start + (edge_normal * expanded_thickness);
vtx_write->pos = edge_start; vtx_write->col = shadow_col; vtx_write->uv = solid_uv; vtx_write++;
vtx_write->pos = outer_edge_end; vtx_write->col = shadow_col; vtx_write->uv = expanded_edge_uv; vtx_write++;
vtx_write->pos = outer_edge_start; vtx_write->col = shadow_col; vtx_write->uv = other_edge_uv; vtx_write++;
*(idx_write++) = current_idx;
*(idx_write++) = current_idx + 1;
*(idx_write++) = current_idx + 2;
current_idx += 3;
prev_edge_normal = edge_normal;
}
}
// Add section along edge
const float edge_length = ImLength(edge_end - edge_start, 0.0f);
if (edge_length > 0.00001f) // Don't try and process degenerate edges
{
ImVec2 outer_edge_start = edge_start + (edge_normal * shadow_thickness * size_scale_start);
ImVec2 outer_edge_end = edge_end + (edge_normal * shadow_thickness * size_scale_end);
ImVec2 scaled_edge_uv_start = solid_uv + ((edge_uv - solid_uv) * size_scale_start);
ImVec2 scaled_edge_uv_end = solid_uv + ((edge_uv - solid_uv) * size_scale_end);
// Write vertices, inner first, then outer
vtx_write->pos = edge_start; vtx_write->col = shadow_col; vtx_write->uv = solid_uv; vtx_write++;
vtx_write->pos = edge_end; vtx_write->col = shadow_col; vtx_write->uv = solid_uv; vtx_write++;
vtx_write->pos = outer_edge_end; vtx_write->col = shadow_col; vtx_write->uv = scaled_edge_uv_end; vtx_write++;
vtx_write->pos = outer_edge_start; vtx_write->col = shadow_col; vtx_write->uv = scaled_edge_uv_start; vtx_write++;
*(idx_write++) = current_idx;
*(idx_write++) = current_idx + 1;
*(idx_write++) = current_idx + 2;
*(idx_write++) = current_idx;
*(idx_write++) = current_idx + 2;
*(idx_write++) = current_idx + 3;
current_idx += 4;
}
edge_start = edge_end;
}
// Fill if requested
if (is_filled)
{
// Add vertices
for (int edge_index = 0; edge_index < num_edges; edge_index++)
{
vtx_write->pos = points[edge_index] + shadow_offset;
vtx_write->col = shadow_col;
vtx_write->uv = solid_uv;
vtx_write++;
}
// Add triangles
for (int edge_index = 2; edge_index < num_edges; edge_index++)
{
*(idx_write++) = current_idx;
*(idx_write++) = (ImDrawIdx)(current_idx + edge_index - 1);
*(idx_write++) = (ImDrawIdx)(current_idx + edge_index);
}
current_idx += (ImDrawIdx)num_edges;
}
// Release any unused vertices/indices
int used_indices = (int)(idx_write - _IdxWritePtr);
int used_vertices = (int)(vtx_write - _VtxWritePtr);
_IdxWritePtr = idx_write;
_VtxWritePtr = vtx_write;
_VtxCurrentIdx = current_idx;
PrimUnreserve(max_indices - used_indices, max_vertices - used_vertices);
#undef NORMALIZE
}
// Draw a shadow for a circular object
// Uses the draw path and so wipes any existing data there
void ImDrawList::AddShadowCircle(const ImVec2& obj_center, float obj_radius, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, int num_segments)
{
// Obtain segment count
if (num_segments <= 0)
{
// Automatic segment count
const int radius_idx = (int)obj_radius - 1;
if (radius_idx < IM_ARRAYSIZE(_Data->CircleSegmentCounts))
num_segments = _Data->CircleSegmentCounts[radius_idx]; // Use cached value
else
num_segments = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC(obj_radius, _Data->CircleSegmentMaxError);
}
else
{
// Explicit segment count (still clamp to avoid drawing insanely tessellated shapes)
num_segments = ImClamp(num_segments, 3, IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_MAX);
}
// Generate a path describing the inner circle and copy it to our buffer
IM_ASSERT(_Path.Size == 0);
const float a_max = (IM_PI * 2.0f) * ((float)num_segments - 1.0f) / (float)num_segments;
if (num_segments == 12)
PathArcToFast(obj_center, obj_radius, 0, 12 - 1);
else
PathArcTo(obj_center, obj_radius, 0.0f, a_max, num_segments - 1);
// Draw the shadow using the convex shape code
AddShadowConvexPoly(_Path.Data, _Path.Size, shadow_col, shadow_thickness, shadow_offset, flags);
_Path.Size = 0;
}
void ImDrawList::AddShadowNGon(const ImVec2& obj_center, float obj_radius, ImU32 shadow_col, float shadow_thickness, const ImVec2& shadow_offset, ImDrawFlags flags, int num_segments)
{
IM_ASSERT(num_segments != 0);
AddShadowCircle(obj_center, obj_radius, shadow_col, shadow_thickness, shadow_offset, flags, num_segments);
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawListSplitter
//-----------------------------------------------------------------------------
// FIXME: This may be a little confusing, trying to be a little too low-level/optimal instead of just doing vector swap..
//-----------------------------------------------------------------------------
void ImDrawListSplitter::ClearFreeMemory()
{
for (int i = 0; i < _Channels.Size; i++)
{
if (i == _Current)
memset(&_Channels[i], 0, sizeof(_Channels[i])); // Current channel is a copy of CmdBuffer/IdxBuffer, don't destruct again
_Channels[i]._CmdBuffer.clear();
_Channels[i]._IdxBuffer.clear();
}
_Current = 0;
_Count = 1;
_Channels.clear();
}
void ImDrawListSplitter::Split(ImDrawList* draw_list, int channels_count)
{
IM_UNUSED(draw_list);
IM_ASSERT(_Current == 0 && _Count <= 1 && "Nested channel splitting is not supported. Please use separate instances of ImDrawListSplitter.");
int old_channels_count = _Channels.Size;
if (old_channels_count < channels_count)
{
_Channels.reserve(channels_count); // Avoid over reserving since this is likely to stay stable
_Channels.resize(channels_count);
}
_Count = channels_count;
// Channels[] (24/32 bytes each) hold storage that we'll swap with draw_list->_CmdBuffer/_IdxBuffer
// The content of Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
// When we switch to the next channel, we'll copy draw_list->_CmdBuffer/_IdxBuffer into Channels[0] and then Channels[1] into draw_list->CmdBuffer/_IdxBuffer
memset(&_Channels[0], 0, sizeof(ImDrawChannel));
for (int i = 1; i < channels_count; i++)
{
if (i >= old_channels_count)
{
IM_PLACEMENT_NEW(&_Channels[i]) ImDrawChannel();
}
else
{
_Channels[i]._CmdBuffer.resize(0);
_Channels[i]._IdxBuffer.resize(0);
}
}
}
void ImDrawListSplitter::Merge(ImDrawList* draw_list)
{
// Note that we never use or rely on _Channels.Size because it is merely a buffer that we never shrink back to 0 to keep all sub-buffers ready for use.
if (_Count <= 1)
return;
SetCurrentChannel(draw_list, 0);
draw_list->_PopUnusedDrawCmd();
// Calculate our final buffer sizes. Also fix the incorrect IdxOffset values in each command.
int new_cmd_buffer_count = 0;
int new_idx_buffer_count = 0;
ImDrawCmd* last_cmd = (_Count > 0 && draw_list->CmdBuffer.Size > 0) ? &draw_list->CmdBuffer.back() : NULL;
int idx_offset = last_cmd ? last_cmd->IdxOffset + last_cmd->ElemCount : 0;
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (ch._CmdBuffer.Size > 0 && ch._CmdBuffer.back().ElemCount == 0 && ch._CmdBuffer.back().UserCallback == NULL) // Equivalent of PopUnusedDrawCmd()
ch._CmdBuffer.pop_back();
if (ch._CmdBuffer.Size > 0 && last_cmd != NULL)
{
// Do not include ImDrawCmd_AreSequentialIdxOffset() in the compare as we rebuild IdxOffset values ourselves.
// Manipulating IdxOffset (e.g. by reordering draw commands like done by RenderDimmedBackgroundBehindWindow()) is not supported within a splitter.
ImDrawCmd* next_cmd = &ch._CmdBuffer[0];
if (ImDrawCmd_HeaderCompare(last_cmd, next_cmd) == 0 && last_cmd->UserCallback == NULL && next_cmd->UserCallback == NULL)
{
// Merge previous channel last draw command with current channel first draw command if matching.
last_cmd->ElemCount += next_cmd->ElemCount;
idx_offset += next_cmd->ElemCount;
ch._CmdBuffer.erase(ch._CmdBuffer.Data); // FIXME-OPT: Improve for multiple merges.
}
}
if (ch._CmdBuffer.Size > 0)
last_cmd = &ch._CmdBuffer.back();
new_cmd_buffer_count += ch._CmdBuffer.Size;
new_idx_buffer_count += ch._IdxBuffer.Size;
for (int cmd_n = 0; cmd_n < ch._CmdBuffer.Size; cmd_n++)
{
ch._CmdBuffer.Data[cmd_n].IdxOffset = idx_offset;
idx_offset += ch._CmdBuffer.Data[cmd_n].ElemCount;
}
}
draw_list->CmdBuffer.resize(draw_list->CmdBuffer.Size + new_cmd_buffer_count);
draw_list->IdxBuffer.resize(draw_list->IdxBuffer.Size + new_idx_buffer_count);
// Write commands and indices in order (they are fairly small structures, we don't copy vertices only indices)
ImDrawCmd* cmd_write = draw_list->CmdBuffer.Data + draw_list->CmdBuffer.Size - new_cmd_buffer_count;
ImDrawIdx* idx_write = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size - new_idx_buffer_count;
for (int i = 1; i < _Count; i++)
{
ImDrawChannel& ch = _Channels[i];
if (int sz = ch._CmdBuffer.Size) { memcpy(cmd_write, ch._CmdBuffer.Data, sz * sizeof(ImDrawCmd)); cmd_write += sz; }
if (int sz = ch._IdxBuffer.Size) { memcpy(idx_write, ch._IdxBuffer.Data, sz * sizeof(ImDrawIdx)); idx_write += sz; }
}
draw_list->_IdxWritePtr = idx_write;
// Ensure there's always a non-callback draw command trailing the command-buffer
if (draw_list->CmdBuffer.Size == 0 || draw_list->CmdBuffer.back().UserCallback != NULL)
draw_list->AddDrawCmd();
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
_Count = 1;
}
void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx)
{
IM_ASSERT(idx >= 0 && idx < _Count);
if (_Current == idx)
return;
// Overwrite ImVector (12/16 bytes), four times. This is merely a silly optimization instead of doing .swap()
memcpy(&_Channels.Data[_Current]._CmdBuffer, &draw_list->CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&_Channels.Data[_Current]._IdxBuffer, &draw_list->IdxBuffer, sizeof(draw_list->IdxBuffer));
_Current = idx;
memcpy(&draw_list->CmdBuffer, &_Channels.Data[idx]._CmdBuffer, sizeof(draw_list->CmdBuffer));
memcpy(&draw_list->IdxBuffer, &_Channels.Data[idx]._IdxBuffer, sizeof(draw_list->IdxBuffer));
draw_list->_IdxWritePtr = draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size;
// If current command is used with different settings we need to add a new command
ImDrawCmd* curr_cmd = (draw_list->CmdBuffer.Size == 0) ? NULL : &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1];
if (curr_cmd == NULL)
draw_list->AddDrawCmd();
else if (curr_cmd->ElemCount == 0)
ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset
else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0)
draw_list->AddDrawCmd();
}
//-----------------------------------------------------------------------------
// [SECTION] ImDrawData
//-----------------------------------------------------------------------------
void ImDrawData::Clear()
{
Valid = false;
CmdListsCount = TotalIdxCount = TotalVtxCount = 0;
CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them.
DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f);
OwnerViewport = NULL;
}
// Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list
// as long at it is expected that the result will be later merged into draw_data->CmdLists[].
void ImGui::AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
{
if (draw_list->CmdBuffer.Size == 0)
return;
if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
return;
// Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
// May trigger for you if you are using PrimXXX functions incorrectly.
IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
// Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
// If this assert triggers because you are drawing lots of stuff manually:
// - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
// Be mindful that the lower-level ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
// - If you want large meshes with more than 64K vertices, you can either:
// (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
// Most example backends already support this from 1.71. Pre-1.71 backends won't.
// Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
// (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
// Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
// glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
// Your own engine or render API may use different parameters or function calls to specify index sizes.
// 2 and 4 bytes indices are generally supported by most graphics API.
// - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
// the 64K limit to split your draw commands in multiple draw lists.
if (sizeof(ImDrawIdx) == 2)
IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
// Add to output list + records state in ImDrawData
out_list->push_back(draw_list);
draw_data->CmdListsCount++;
draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
}
void ImDrawData::AddDrawList(ImDrawList* draw_list)
{
IM_ASSERT(CmdLists.Size == CmdListsCount);
draw_list->_PopUnusedDrawCmd();
ImGui::AddDrawListToDrawDataEx(this, &CmdLists, draw_list);
}
// For backward compatibility: convert all buffers from indexed to de-indexed, in case you cannot render indexed. Note: this is slow and most likely a waste of resources. Always prefer indexed rendering!
void ImDrawData::DeIndexAllBuffers()
{
ImVector<ImDrawVert> new_vtx_buffer;
TotalVtxCount = TotalIdxCount = 0;
for (int i = 0; i < CmdListsCount; i++)
{
ImDrawList* cmd_list = CmdLists[i];
if (cmd_list->IdxBuffer.empty())
continue;
new_vtx_buffer.resize(cmd_list->IdxBuffer.Size);
for (int j = 0; j < cmd_list->IdxBuffer.Size; j++)
new_vtx_buffer[j] = cmd_list->VtxBuffer[cmd_list->IdxBuffer[j]];
cmd_list->VtxBuffer.swap(new_vtx_buffer);
cmd_list->IdxBuffer.resize(0);
TotalVtxCount += cmd_list->VtxBuffer.Size;
}
}
// Helper to scale the ClipRect field of each ImDrawCmd.
// Use if your final output buffer is at a different scale than draw_data->DisplaySize,
// or if there is a difference between your window resolution and framebuffer resolution.
void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
{
for (ImDrawList* draw_list : CmdLists)
for (ImDrawCmd& cmd : draw_list->CmdBuffer)
cmd.ClipRect = ImVec4(cmd.ClipRect.x * fb_scale.x, cmd.ClipRect.y * fb_scale.y, cmd.ClipRect.z * fb_scale.x, cmd.ClipRect.w * fb_scale.y);
}
//-----------------------------------------------------------------------------
// [SECTION] Helpers ShadeVertsXXX functions
//-----------------------------------------------------------------------------
// Generic linear color gradient, write to RGB fields, leave A untouched.
void ImGui::ShadeVertsLinearColorGradientKeepAlpha(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, ImVec2 gradient_p0, ImVec2 gradient_p1, ImU32 col0, ImU32 col1)
{
ImVec2 gradient_extent = gradient_p1 - gradient_p0;
float gradient_inv_length2 = 1.0f / ImLengthSqr(gradient_extent);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
const int col0_r = (int)(col0 >> IM_COL32_R_SHIFT) & 0xFF;
const int col0_g = (int)(col0 >> IM_COL32_G_SHIFT) & 0xFF;
const int col0_b = (int)(col0 >> IM_COL32_B_SHIFT) & 0xFF;
const int col_delta_r = ((int)(col1 >> IM_COL32_R_SHIFT) & 0xFF) - col0_r;
const int col_delta_g = ((int)(col1 >> IM_COL32_G_SHIFT) & 0xFF) - col0_g;
const int col_delta_b = ((int)(col1 >> IM_COL32_B_SHIFT) & 0xFF) - col0_b;
for (ImDrawVert* vert = vert_start; vert < vert_end; vert++)
{
float d = ImDot(vert->pos - gradient_p0, gradient_extent);
float t = ImClamp(d * gradient_inv_length2, 0.0f, 1.0f);
int r = (int)(col0_r + col_delta_r * t);
int g = (int)(col0_g + col_delta_g * t);
int b = (int)(col0_b + col_delta_b * t);
vert->col = (r << IM_COL32_R_SHIFT) | (g << IM_COL32_G_SHIFT) | (b << IM_COL32_B_SHIFT) | (vert->col & IM_COL32_A_MASK);
}
}
// Distribute UV over (a, b) rectangle
void ImGui::ShadeVertsLinearUV(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp)
{
const ImVec2 size = b - a;
const ImVec2 uv_size = uv_b - uv_a;
const ImVec2 scale = ImVec2(
size.x != 0.0f ? (uv_size.x / size.x) : 0.0f,
size.y != 0.0f ? (uv_size.y / size.y) : 0.0f);
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
if (clamp)
{
const ImVec2 min = ImMin(uv_a, uv_b);
const ImVec2 max = ImMax(uv_a, uv_b);
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = ImClamp(uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale), min, max);
}
else
{
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->uv = uv_a + ImMul(ImVec2(vertex->pos.x, vertex->pos.y) - a, scale);
}
}
void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, int vert_end_idx, const ImVec2& pivot_in, float cos_a, float sin_a, const ImVec2& pivot_out)
{
ImDrawVert* vert_start = draw_list->VtxBuffer.Data + vert_start_idx;
ImDrawVert* vert_end = draw_list->VtxBuffer.Data + vert_end_idx;
for (ImDrawVert* vertex = vert_start; vertex < vert_end; ++vertex)
vertex->pos = ImRotate(vertex->pos- pivot_in, cos_a, sin_a) + pivot_out;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontConfig
//-----------------------------------------------------------------------------
ImFontConfig::ImFontConfig()
{
memset(this, 0, sizeof(*this));
FontDataOwnedByAtlas = true;
OversampleH = 2;
OversampleV = 1;
GlyphMaxAdvanceX = FLT_MAX;
RasterizerMultiply = 1.0f;
RasterizerDensity = 1.0f;
EllipsisChar = (ImWchar)-1;
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontAtlas
//-----------------------------------------------------------------------------
// A work of art lies ahead! (. = white layer, X = black layer, others are blank)
// The 2x2 white texels on the top left are the ones we'll use everywhere in Dear ImGui to render filled shapes.
// (This is used when io.MouseDrawCursor = true)
const int FONT_ATLAS_DEFAULT_TEX_DATA_W = 122; // Actual texture will be 2 times that + 1 spacing.
const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
{
"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX- XX - XX XX "
"..- -X.....X- X.X - X.X -X.....X - X.....X- X..X -X..X X..X"
"--- -XXX.XXX- X...X - X...X -X....X - X....X- X..X -X...X X...X"
"X - X.X - X.....X - X.....X -X...X - X...X- X..X - X...X X...X "
"XX - X.X -X.......X- X.......X -X..X.X - X.X..X- X..X - X...X...X "
"X.X - X.X -XXXX.XXXX- XXXX.XXXX -X.X X.X - X.X X.X- X..XXX - X.....X "
"X..X - X.X - X.X - X.X -XX X.X - X.X XX- X..X..XXX - X...X "
"X...X - X.X - X.X - XX X.X XX - X.X - X.X - X..X..X..XX - X.X "
"X....X - X.X - X.X - X.X X.X X.X - X.X - X.X - X..X..X..X.X - X...X "
"X.....X - X.X - X.X - X..X X.X X..X - X.X - X.X -XXX X..X..X..X..X- X.....X "
"X......X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X XX-XX X.X -X..XX........X..X- X...X...X "
"X.......X - X.X - X.X -X.....................X- X.X X.X-X.X X.X -X...X...........X- X...X X...X "
"X........X - X.X - X.X - X...XXXXXX.XXXXXX...X - X.X..X-X..X.X - X..............X-X...X X...X"
"X.........X -XXX.XXX- X.X - X..X X.X X..X - X...X-X...X - X.............X-X..X X..X"
"X..........X-X.....X- X.X - X.X X.X X.X - X....X-X....X - X.............X- XX XX "
"X......XXXXX-XXXXXXX- X.X - XX X.X XX - X.....X-X.....X - X............X--------------"
"X...X..X --------- X.X - X.X - XXXXXXX-XXXXXXX - X...........X - "
"X..X X..X - -XXXX.XXXX- XXXX.XXXX ------------------------------------- X..........X - "
"X.X X..X - -X.......X- X.......X - XX XX - - X..........X - "
"XX X..X - - X.....X - X.....X - X.X X.X - - X........X - "
" X..X - - X...X - X...X - X..X X..X - - X........X - "
" XX - - X.X - X.X - X...XXXXXXXXXXXXX...X - - XXXXXXXXXX - "
"------------- - X - X -X.....................X- ------------------- "
" ----------------------------------- X...XXXXXXXXXXXXX...X - "
" - X..X X..X - "
" - X.X X.X - "
" - XX XX - "
};
static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3] =
{
// Pos ........ Size ......... Offset ......
{ ImVec2( 0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
{ ImVec2(13,0), ImVec2( 7,16), ImVec2( 1, 8) }, // ImGuiMouseCursor_TextInput
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_ResizeAll
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 4,11) }, // ImGuiMouseCursor_ResizeNS
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 4) }, // ImGuiMouseCursor_ResizeEW
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNESW
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 8, 8) }, // ImGuiMouseCursor_ResizeNWSE
{ ImVec2(91,0), ImVec2(17,22), ImVec2( 5, 0) }, // ImGuiMouseCursor_Hand
{ ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed
};
ImFontAtlas::ImFontAtlas()
{
memset(this, 0, sizeof(*this));
TexGlyphPadding = 1;
PackIdMouseCursors = PackIdLines = -1;
ShadowRectIds[0] = ShadowRectIds[1] = -1;
ShadowTexConfig.SetupDefaults();
}
ImFontAtlas::~ImFontAtlas()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Clear();
}
void ImFontAtlas::ClearInputData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
for (ImFontConfig& font_cfg : ConfigData)
if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas)
{
IM_FREE(font_cfg.FontData);
font_cfg.FontData = NULL;
}
// When clearing this we lose access to the font name and other information used to build the font.
for (ImFont* font : Fonts)
if (font->ConfigData >= ConfigData.Data && font->ConfigData < ConfigData.Data + ConfigData.Size)
{
font->ConfigData = NULL;
font->ConfigDataCount = 0;
}
ConfigData.clear();
CustomRects.clear();
PackIdMouseCursors = PackIdLines = -1;
ShadowRectIds[0] = ShadowRectIds[1] = -1;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearTexData()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
if (TexPixelsAlpha8)
IM_FREE(TexPixelsAlpha8);
if (TexPixelsRGBA32)
IM_FREE(TexPixelsRGBA32);
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexPixelsUseColors = false;
// Important: we leave TexReady untouched
}
void ImFontAtlas::ClearFonts()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
Fonts.clear_delete();
TexReady = false;
}
void ImFontAtlas::Clear()
{
ClearInputData();
ClearTexData();
ClearFonts();
}
void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Build atlas on demand
if (TexPixelsAlpha8 == NULL)
Build();
*out_pixels = TexPixelsAlpha8;
if (out_width) *out_width = TexWidth;
if (out_height) *out_height = TexHeight;
if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
}
void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
{
// Convert to RGBA32 format on demand
// Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp
if (!TexPixelsRGBA32)
{
unsigned char* pixels = NULL;
GetTexDataAsAlpha8(&pixels, NULL, NULL);
if (pixels)
{
TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4);
const unsigned char* src = pixels;
unsigned int* dst = TexPixelsRGBA32;
for (int n = TexWidth * TexHeight; n > 0; n--)
*dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++));
}
}
*out_pixels = (unsigned char*)TexPixelsRGBA32;
if (out_width) *out_width = TexWidth;
if (out_height) *out_height = TexHeight;
if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
}
ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0);
IM_ASSERT(font_cfg->SizePixels > 0.0f);
// Create new font
if (!font_cfg->MergeMode)
Fonts.push_back(IM_NEW(ImFont));
else
IM_ASSERT(!Fonts.empty() && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font.
ConfigData.push_back(*font_cfg);
ImFontConfig& new_font_cfg = ConfigData.back();
if (new_font_cfg.DstFont == NULL)
new_font_cfg.DstFont = Fonts.back();
if (!new_font_cfg.FontDataOwnedByAtlas)
{
new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize);
new_font_cfg.FontDataOwnedByAtlas = true;
memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize);
}
if (new_font_cfg.DstFont->EllipsisChar == (ImWchar)-1)
new_font_cfg.DstFont->EllipsisChar = font_cfg->EllipsisChar;
ImFontAtlasUpdateConfigDataPointers(this);
// Invalidate texture
TexReady = false;
ClearTexData();
return new_font_cfg.DstFont;
}
// Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder)
static unsigned int stb_decompress_length(const unsigned char* input);
static unsigned int stb_decompress(unsigned char* output, const unsigned char* input, unsigned int length);
static const char* GetDefaultCompressedFontDataTTFBase85();
static unsigned int Decode85Byte(char c) { return c >= '\\' ? c-36 : c-35; }
static void Decode85(const unsigned char* src, unsigned char* dst)
{
while (*src)
{
unsigned int tmp = Decode85Byte(src[0]) + 85 * (Decode85Byte(src[1]) + 85 * (Decode85Byte(src[2]) + 85 * (Decode85Byte(src[3]) + 85 * Decode85Byte(src[4]))));
dst[0] = ((tmp >> 0) & 0xFF); dst[1] = ((tmp >> 8) & 0xFF); dst[2] = ((tmp >> 16) & 0xFF); dst[3] = ((tmp >> 24) & 0xFF); // We can't assume little-endianness.
src += 5;
dst += 4;
}
}
// Load embedded ProggyClean.ttf at size 13, disable oversampling
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template)
{
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (!font_cfg_template)
{
font_cfg.OversampleH = font_cfg.OversampleV = 1;
font_cfg.PixelSnapH = true;
}
if (font_cfg.SizePixels <= 0.0f)
font_cfg.SizePixels = 13.0f * 1.0f;
if (font_cfg.Name[0] == '\0')
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels);
font_cfg.EllipsisChar = (ImWchar)0x0085;
font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units
const char* ttf_compressed_base85 = GetDefaultCompressedFontDataTTFBase85();
const ImWchar* glyph_ranges = font_cfg.GlyphRanges != NULL ? font_cfg.GlyphRanges : GetGlyphRangesDefault();
ImFont* font = AddFontFromMemoryCompressedBase85TTF(ttf_compressed_base85, font_cfg.SizePixels, &font_cfg, glyph_ranges);
return font;
}
ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
size_t data_size = 0;
void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0);
if (!data)
{
IM_ASSERT_USER_ERROR(0, "Could not load font file!");
return NULL;
}
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
if (font_cfg.Name[0] == '\0')
{
// Store a short copy of filename into into the font name for convenience
const char* p;
for (p = filename + strlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {}
ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels);
}
return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges);
}
// NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build().
ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size.
font_cfg.FontData = font_data;
font_cfg.FontDataSize = font_data_size;
font_cfg.SizePixels = size_pixels > 0.0f ? size_pixels : font_cfg.SizePixels;
if (glyph_ranges)
font_cfg.GlyphRanges = glyph_ranges;
return AddFont(&font_cfg);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedTTF(const void* compressed_ttf_data, int compressed_ttf_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges)
{
const unsigned int buf_decompressed_size = stb_decompress_length((const unsigned char*)compressed_ttf_data);
unsigned char* buf_decompressed_data = (unsigned char*)IM_ALLOC(buf_decompressed_size);
stb_decompress(buf_decompressed_data, (const unsigned char*)compressed_ttf_data, (unsigned int)compressed_ttf_size);
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();
IM_ASSERT(font_cfg.FontData == NULL);
font_cfg.FontDataOwnedByAtlas = true;
return AddFontFromMemoryTTF(buf_decompressed_data, (int)buf_decompressed_size, size_pixels, &font_cfg, glyph_ranges);
}
ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed_ttf_data_base85, float size_pixels, const ImFontConfig* font_cfg, const ImWchar* glyph_ranges)
{
int compressed_ttf_size = (((int)strlen(compressed_ttf_data_base85) + 4) / 5) * 4;
void* compressed_ttf = IM_ALLOC((size_t)compressed_ttf_size);
Decode85((const unsigned char*)compressed_ttf_data_base85, (unsigned char*)compressed_ttf);
ImFont* font = AddFontFromMemoryCompressedTTF(compressed_ttf, compressed_ttf_size, size_pixels, font_cfg, glyph_ranges);
IM_FREE(compressed_ttf);
return font;
}
int ImFontAtlas::AddCustomRectRegular(int width, int height)
{
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
CustomRects.push_back(r);
return CustomRects.Size - 1; // Return index
}
int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset)
{
#ifdef IMGUI_USE_WCHAR32
IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX);
#endif
IM_ASSERT(font != NULL);
IM_ASSERT(width > 0 && width <= 0xFFFF);
IM_ASSERT(height > 0 && height <= 0xFFFF);
ImFontAtlasCustomRect r;
r.Width = (unsigned short)width;
r.Height = (unsigned short)height;
r.GlyphID = id;
r.GlyphAdvanceX = advance_x;
r.GlyphOffset = offset;
r.Font = font;
CustomRects.push_back(r);
return CustomRects.Size - 1; // Return index
}
void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const
{
IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates
IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed
*out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y);
*out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y);
}
bool ImFontAtlas::GetMouseCursorTexData(ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2])
{
if (cursor_type <= ImGuiMouseCursor_None || cursor_type >= ImGuiMouseCursor_COUNT)
return false;
if (Flags & ImFontAtlasFlags_NoMouseCursors)
return false;
IM_ASSERT(PackIdMouseCursors != -1);
ImFontAtlasCustomRect* r = GetCustomRectByIndex(PackIdMouseCursors);
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y);
ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1];
*out_size = size;
*out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2];
out_uv_border[0] = (pos) * TexUvScale;
out_uv_border[1] = (pos + size) * TexUvScale;
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
out_uv_fill[0] = (pos) * TexUvScale;
out_uv_fill[1] = (pos + size) * TexUvScale;
return true;
}
bool ImFontAtlas::Build()
{
IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!");
// Default font is none are specified
if (ConfigData.Size == 0)
AddFontDefault();
// Select builder
// - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which
// may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are
// using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere
// and point to it instead of pointing directly to return value of the GetBuilderXXX functions.
const ImFontBuilderIO* builder_io = FontBuilderIO;
if (builder_io == NULL)
{
#ifdef IMGUI_ENABLE_FREETYPE
builder_io = ImGuiFreeType::GetBuilderForFreeType();
#elif defined(IMGUI_ENABLE_STB_TRUETYPE)
builder_io = ImFontAtlasGetBuilderForStbTruetype();
#else
IM_ASSERT(0); // Invalid Build function
#endif
}
// Build
return builder_io->FontBuilder_Build(this);
}
void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor)
{
for (unsigned int i = 0; i < 256; i++)
{
unsigned int value = (unsigned int)(i * in_brighten_factor);
out_table[i] = value > 255 ? 255 : (value & 0xFF);
}
}
void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride)
{
IM_ASSERT_PARANOID(w <= stride);
unsigned char* data = pixels + x + y * stride;
for (int j = h; j > 0; j--, data += stride - w)
for (int i = w; i > 0; i--, data++)
*data = table[*data];
}
#ifdef IMGUI_ENABLE_STB_TRUETYPE
// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont)
// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.)
struct ImFontBuildSrcData
{
stbtt_fontinfo FontInfo;
stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data)
stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position.
stbtt_packedchar* PackedChars; // Output glyphs
const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF)
int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[]
int GlyphsHighest; // Highest requested codepoint
int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font)
ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB)
ImVector<int> GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet)
};
// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont)
struct ImFontBuildDstData
{
int SrcCount; // Number of source fonts targeting this destination font.
int GlyphsHighest;
int GlyphsCount;
ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font.
};
static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector<int>* out)
{
IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int));
const ImU32* it_begin = in->Storage.begin();
const ImU32* it_end = in->Storage.end();
for (const ImU32* it = it_begin; it < it_end; it++)
if (ImU32 entries_32 = *it)
for (ImU32 bit_n = 0; bit_n < 32; bit_n++)
if (entries_32 & ((ImU32)1 << bit_n))
out->push_back((int)(((it - it_begin) << 5) + bit_n));
}
static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->ConfigData.Size > 0);
ImFontAtlasBuildInit(atlas);
// Clear atlas
atlas->TexID = (ImTextureID)NULL;
atlas->TexWidth = atlas->TexHeight = 0;
atlas->TexUvScale = ImVec2(0.0f, 0.0f);
atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f);
atlas->ClearTexData();
// Temporary storage for building
ImVector<ImFontBuildSrcData> src_tmp_array;
ImVector<ImFontBuildDstData> dst_tmp_array;
src_tmp_array.resize(atlas->ConfigData.Size);
dst_tmp_array.resize(atlas->Fonts.Size);
memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes());
memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes());
// 1. Initialize font loading structure, check font data validity
for (int src_i = 0; src_i < atlas->ConfigData.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
IM_ASSERT(cfg.DstFont && (!cfg.DstFont->IsLoaded() || cfg.DstFont->ContainerAtlas == atlas));
// Find index from cfg.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices)
src_tmp.DstIndex = -1;
for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++)
if (cfg.DstFont == atlas->Fonts[output_i])
src_tmp.DstIndex = output_i;
if (src_tmp.DstIndex == -1)
{
IM_ASSERT(src_tmp.DstIndex != -1); // cfg.DstFont not pointing within atlas->Fonts[] array?
return false;
}
// Initialize helper structure for font loading and verify that the TTF/OTF data is correct
const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)cfg.FontData, cfg.FontNo);
IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found.");
if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)cfg.FontData, font_offset))
{
IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize.");
return false;
}
// Measure highest codepoints
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.SrcRanges = cfg.GlyphRanges ? cfg.GlyphRanges : atlas->GetGlyphRangesDefault();
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
{
// Check for valid range. This may also help detect *some* dangling pointers, because a common
// user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent.
IM_ASSERT(src_range[0] <= src_range[1]);
src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]);
}
dst_tmp.SrcCount++;
dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest);
}
// 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs.
int total_glyphs_count = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex];
src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1);
if (dst_tmp.GlyphsSet.Storage.empty())
dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1);
for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2)
for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++)
{
if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true)
continue;
if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font?
continue;
// Add to avail set/counters
src_tmp.GlyphsCount++;
dst_tmp.GlyphsCount++;
src_tmp.GlyphsSet.SetBit(codepoint);
dst_tmp.GlyphsSet.SetBit(codepoint);
total_glyphs_count++;
}
}
// 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another)
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount);
UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList);
src_tmp.GlyphsSet.Clear();
IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount);
}
for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++)
dst_tmp_array[dst_i].GlyphsSet.Clear();
dst_tmp_array.clear();
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
// (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity)
ImVector<stbrp_rect> buf_rects;
ImVector<stbtt_packedchar> buf_packedchars;
buf_rects.resize(total_glyphs_count);
buf_packedchars.resize(total_glyphs_count);
memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes());
memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes());
// 4. Gather glyphs sizes so we can pack them in our virtual canvas.
int total_surface = 0;
int buf_rects_out_n = 0;
int buf_packedchars_out_n = 0;
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
src_tmp.Rects = &buf_rects[buf_rects_out_n];
src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n];
buf_rects_out_n += src_tmp.GlyphsCount;
buf_packedchars_out_n += src_tmp.GlyphsCount;
// Convert our ranges in the format stb_truetype wants
ImFontConfig& cfg = atlas->ConfigData[src_i];
src_tmp.PackRange.font_size = cfg.SizePixels * cfg.RasterizerDensity;
src_tmp.PackRange.first_unicode_codepoint_in_range = 0;
src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data;
src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size;
src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars;
src_tmp.PackRange.h_oversample = (unsigned char)cfg.OversampleH;
src_tmp.PackRange.v_oversample = (unsigned char)cfg.OversampleV;
// Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects)
const float scale = (cfg.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels * cfg.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -cfg.SizePixels * cfg.RasterizerDensity);
const int padding = atlas->TexGlyphPadding;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++)
{
int x0, y0, x1, y1;
const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]);
IM_ASSERT(glyph_index_in_font != 0);
stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * cfg.OversampleH, scale * cfg.OversampleV, 0, 0, &x0, &y0, &x1, &y1);
src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + padding + cfg.OversampleH - 1);
src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + padding + cfg.OversampleV - 1);
total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h;
}
}
// We need a width for the skyline algorithm, any width!
// The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height.
// User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface.
const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1;
atlas->TexHeight = 0;
if (atlas->TexDesiredWidth > 0)
atlas->TexWidth = atlas->TexDesiredWidth;
else
atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512;
// 5. Start packing
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
const int TEX_HEIGHT_MAX = 1024 * 32;
stbtt_pack_context spc = {};
stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, atlas->TexGlyphPadding, NULL);
ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info);
// 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point.
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount);
// Extend texture height and mark missing glyphs as non-packed so we won't render them.
// FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?)
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
if (src_tmp.Rects[glyph_i].was_packed)
atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h);
}
// 7. Allocate texture
atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight);
atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight);
atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight);
memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight);
spc.pixels = atlas->TexPixelsAlpha8;
spc.height = atlas->TexHeight;
// 8. Render/rasterize font characters into the texture
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
if (src_tmp.GlyphsCount == 0)
continue;
stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects);
// Apply multiply operator
if (cfg.RasterizerMultiply != 1.0f)
{
unsigned char multiply_table[256];
ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, cfg.RasterizerMultiply);
stbrp_rect* r = &src_tmp.Rects[0];
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++)
if (r->was_packed)
ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1);
}
src_tmp.Rects = NULL;
}
// End packing
stbtt_PackEnd(&spc);
buf_rects.clear();
// 9. Setup ImFont and glyphs for runtime
for (int src_i = 0; src_i < src_tmp_array.Size; src_i++)
{
// When merging fonts with MergeMode=true:
// - We can have multiple input fonts writing into a same destination font.
// - dst_font->ConfigData is != from cfg which is our source configuration.
ImFontBuildSrcData& src_tmp = src_tmp_array[src_i];
ImFontConfig& cfg = atlas->ConfigData[src_i];
ImFont* dst_font = cfg.DstFont;
const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, cfg.SizePixels);
int unscaled_ascent, unscaled_descent, unscaled_line_gap;
stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap);
const float ascent = ImTrunc(unscaled_ascent * font_scale + ((unscaled_ascent > 0.0f) ? +1 : -1));
const float descent = ImTrunc(unscaled_descent * font_scale + ((unscaled_descent > 0.0f) ? +1 : -1));
ImFontAtlasBuildSetupFont(atlas, dst_font, &cfg, ascent, descent);
const float font_off_x = cfg.GlyphOffset.x;
const float font_off_y = cfg.GlyphOffset.y + IM_ROUND(dst_font->Ascent);
const float inv_rasterization_scale = 1.0f / cfg.RasterizerDensity;
for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++)
{
// Register glyph
const int codepoint = src_tmp.GlyphsList[glyph_i];
const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i];
stbtt_aligned_quad q;
float unused_x = 0.0f, unused_y = 0.0f;
stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0);
float x0 = q.x0 * inv_rasterization_scale + font_off_x;
float y0 = q.y0 * inv_rasterization_scale + font_off_y;
float x1 = q.x1 * inv_rasterization_scale + font_off_x;
float y1 = q.y1 * inv_rasterization_scale + font_off_y;
dst_font->AddGlyph(&cfg, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale);
}
}
// Cleanup
src_tmp_array.clear_destruct();
ImFontAtlasBuildFinish(atlas);
return true;
}
const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype()
{
static ImFontBuilderIO io;
io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype;
return &io;
}
#endif // IMGUI_ENABLE_STB_TRUETYPE
void ImFontAtlasUpdateConfigDataPointers(ImFontAtlas* atlas)
{
for (ImFontConfig& font_cfg : atlas->ConfigData)
{
ImFont* font = font_cfg.DstFont;
if (!font_cfg.MergeMode)
{
font->ConfigData = &font_cfg;
font->ConfigDataCount = 0;
}
font->ConfigDataCount++;
}
}
void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent)
{
if (!font_config->MergeMode)
{
font->ClearOutputData();
font->FontSize = font_config->SizePixels;
IM_ASSERT(font->ConfigData == font_config);
font->ContainerAtlas = atlas;
font->Ascent = ascent;
font->Descent = descent;
}
}
void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque)
{
stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque;
IM_ASSERT(pack_context != NULL);
ImVector<ImFontAtlasCustomRect>& user_rects = atlas->CustomRects;
IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong.
#ifdef __GNUC__
if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343)
#endif
ImVector<stbrp_rect> pack_rects;
pack_rects.resize(user_rects.Size);
memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes());
for (int i = 0; i < user_rects.Size; i++)
{
pack_rects[i].w = user_rects[i].Width;
pack_rects[i].h = user_rects[i].Height;
}
stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size);
for (int i = 0; i < pack_rects.Size; i++)
if (pack_rects[i].was_packed)
{
user_rects[i].X = (unsigned short)pack_rects[i].x;
user_rects[i].Y = (unsigned short)pack_rects[i].y;
IM_ASSERT(pack_rects[i].w == user_rects[i].Width && pack_rects[i].h == user_rects[i].Height);
atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h);
}
}
void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value)
{
IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth);
for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00;
}
void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value)
{
IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth);
IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight);
unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth);
for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w)
for (int off_x = 0; off_x < w; off_x++)
out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS;
}
static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
{
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors);
IM_ASSERT(r->IsPacked());
const int w = atlas->TexWidth;
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
{
// Render/copy pixels
IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H);
const int x_for_white = r->X;
const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1;
if (atlas->TexPixelsAlpha8 != NULL)
{
ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF);
ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF);
}
else
{
ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE);
ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE);
}
}
else
{
// Render 4 white pixels
IM_ASSERT(r->Width == 2 && r->Height == 2);
const int offset = (int)r->X + (int)r->Y * w;
if (atlas->TexPixelsAlpha8 != NULL)
{
atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF;
}
else
{
atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE;
}
}
atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y);
}
static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas)
{
if (atlas->Flags & ImFontAtlasFlags_NoBakedLines)
return;
// This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them
ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines);
IM_ASSERT(r->IsPacked());
for (unsigned int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row
{
// Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle
unsigned int y = n;
unsigned int line_width = n;
unsigned int pad_left = (r->Width - line_width) / 2;
unsigned int pad_right = r->Width - (pad_left + line_width);
// Write each slice
IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels
if (atlas->TexPixelsAlpha8 != NULL)
{
unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = 0x00;
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = 0xFF;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = 0x00;
}
else
{
unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)];
for (unsigned int i = 0; i < pad_left; i++)
*(write_ptr + i) = IM_COL32(255, 255, 255, 0);
for (unsigned int i = 0; i < line_width; i++)
*(write_ptr + pad_left + i) = IM_COL32_WHITE;
for (unsigned int i = 0; i < pad_right; i++)
*(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0);
}
// Calculate UVs for this line
ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale;
ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale;
float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts
atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v);
}
}
// Register the rectangles we need for the rounded corner images
static void ImFontAtlasBuildRegisterShadowCustomRects(ImFontAtlas* atlas)
{
if (atlas->ShadowRectIds[0] >= 0)
return;
// ShadowRectIds[0] is the rectangle for rectangular shadows
// ShadowRectIds[1] is the rectangle for convex shadows
// The actual size we want to reserve, including padding
const ImFontAtlasShadowTexConfig* shadow_cfg = &atlas->ShadowTexConfig;
const unsigned int effective_size = shadow_cfg->CalcRectTexSize() + shadow_cfg->GetRectTexPadding();
atlas->ShadowRectIds[0] = atlas->AddCustomRectRegular(effective_size, effective_size);
atlas->ShadowRectIds[1] = atlas->AddCustomRectRegular(shadow_cfg->CalcConvexTexWidth() + shadow_cfg->GetConvexTexPadding(), shadow_cfg->CalcConvexTexHeight() + shadow_cfg->GetConvexTexPadding());
}
// Calculates the signed distance from sample_pos to the nearest point on the rectangle defined by rect_min->rect_max
static float DistanceFromRectangle(const ImVec2& sample_pos, const ImVec2& rect_min, const ImVec2& rect_max)
{
ImVec2 rect_centre = (rect_min + rect_max) * 0.5f;
ImVec2 rect_half_size = (rect_max - rect_min) * 0.5f;
ImVec2 local_sample_pos = sample_pos - rect_centre;
ImVec2 axis_dist = ImVec2(ImFabs(local_sample_pos.x), ImFabs(local_sample_pos.y)) - rect_half_size;
float out_dist = ImLength(ImVec2(ImMax(axis_dist.x, 0.0f), ImMax(axis_dist.y, 0.0f)), 0.00001f);
float in_dist = ImMin(ImMax(axis_dist.x, axis_dist.y), 0.0f);
return out_dist + in_dist;
}
// Calculates the signed distance from sample_pos to the point given
static float DistanceFromPoint(const ImVec2& sample_pos, const ImVec2& point)
{
return ImLength(sample_pos - point, 0.0f);
}
// Perform a single Gaussian blur pass with a fixed kernel size and sigma
static void GaussianBlurPass(float* src, float* dest, int size, bool horizontal)
{
// See http://dev.theomader.com/gaussian-kernel-calculator/
const float coefficients[] = { 0.0f, 0.0f, 0.000003f, 0.000229f, 0.005977f, 0.060598f, 0.24173f, 0.382925f, 0.24173f, 0.060598f, 0.005977f, 0.000229f, 0.000003f, 0.0f, 0.0f };
const int kernel_size = IM_ARRAYSIZE(coefficients);
const int sample_step = horizontal ? 1 : size;
float* read_ptr = src;
float* write_ptr = dest;
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
float result = 0.0f;
int current_offset = (horizontal ? x : y) - ((kernel_size - 1) >> 1);
float* sample_ptr = read_ptr - (((kernel_size - 1) >> 1) * sample_step);
for (int j = 0; j < kernel_size; j++)
{
if (current_offset >= 0 && current_offset < size)
result += (*sample_ptr) * coefficients[j];
current_offset++;
sample_ptr += sample_step;
}
read_ptr++;
*(write_ptr++) = result;
}
}
// Perform an in-place Gaussian blur of a square array of floats with a fixed kernel size and sigma
// Uses a stack allocation for the temporary data so potentially dangerous with large size values
static void GaussianBlur(float* data, int size)
{
// Do two passes, one from data into temp and then the second back to data again
float* temp = (float*)alloca(size * size * sizeof(float));
GaussianBlurPass(data, temp, size, true);
GaussianBlurPass(temp, data, size, false);
}
// Generate the actual pixel data for rounded corners in the atlas
static void ImFontAtlasBuildRenderShadowTexData(ImFontAtlas* atlas)
{
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
IM_ASSERT(atlas->ShadowRectIds[0] >= 0 && atlas->ShadowRectIds[1] >= 0);
// Because of the blur, we have to generate the full 3x3 texture here, and then we chop that down to just the 2x2 section we need later.
// 'size' correspond to the our 3x3 size, whereas 'shadow_tex_size' correspond to our 2x2 version where duplicate mirrored corners are not stored.
const ImFontAtlasShadowTexConfig* shadow_cfg = &atlas->ShadowTexConfig;
// The rectangular shadow texture
{
const int size = shadow_cfg->TexCornerSize + shadow_cfg->TexEdgeSize + shadow_cfg->TexCornerSize;
const int corner_size = shadow_cfg->TexCornerSize;
const int edge_size = shadow_cfg->TexEdgeSize;
// The bounds of the rectangle we are generating the shadow from
const ImVec2 shadow_rect_min((float)corner_size, (float)corner_size);
const ImVec2 shadow_rect_max((float)(corner_size + edge_size), (float)(corner_size + edge_size));
// Remove the padding we added
ImFontAtlasCustomRect r = atlas->CustomRects[atlas->ShadowRectIds[0]];
const int padding = shadow_cfg->GetRectTexPadding();
r.X += (unsigned short)padding;
r.Y += (unsigned short)padding;
r.Width -= (unsigned short)padding * 2;
r.Height -= (unsigned short)padding * 2;
// Generate distance field
// We draw the actual texture content by evaluating the distance field for the inner rectangle
float* tex_data = (float*)alloca(size * size * sizeof(float));
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
float dist = DistanceFromRectangle(ImVec2((float)x, (float)y), shadow_rect_min, shadow_rect_max);
float alpha = 1.0f - ImMin(ImMax(dist + shadow_cfg->TexDistanceFieldOffset, 0.0f) / ImMax(shadow_cfg->TexCornerSize + shadow_cfg->TexDistanceFieldOffset, 0.001f), 1.0f);
alpha = ImPow(alpha, shadow_cfg->TexFalloffPower); // Apply power curve to give a nicer falloff
tex_data[x + (y * size)] = alpha;
}
// Blur
if (shadow_cfg->TexBlur)
GaussianBlur(tex_data, size);
// Copy to texture, truncating to the actual required texture size (the bottom/right of the source data is chopped off, as we don't need it - see below). The truncated size is essentially the top 2x2 of our data, plus a little bit of padding for sampling.
const int tex_w = atlas->TexWidth;
const int shadow_tex_size = shadow_cfg->CalcRectTexSize();
for (int y = 0; y < shadow_tex_size; y++)
for (int x = 0; x < shadow_tex_size; x++)
{
const unsigned int offset = (int)(r.X + x) + (int)(r.Y + y) * tex_w;
const float alpha_f = tex_data[x + (y * size)];
const unsigned char alpha_8 = (unsigned char)(0xFF * alpha_f);
if (atlas->TexPixelsAlpha8)
atlas->TexPixelsAlpha8[offset] = alpha_8;
else
atlas->TexPixelsRGBA32[offset] = IM_COL32(255, 255, 255, alpha_8);
}
// Generate UVs for each of the nine sections, which are arranged in a 3x3 grid starting from 0 in the top-left and going across then down
for (int i = 0; i < 9; i++)
{
// The third row/column of the 3x3 grid are generated by flipping the appropriate chunks of the upper 2x2 grid.
bool flip_h = false; // Do we need to flip the UVs horizontally?
bool flip_v = false; // Do we need to flip the UVs vertically?
ImFontAtlasCustomRect sub_rect = r;
switch (i % 3)
{
case 0: sub_rect.Width = (unsigned short)corner_size; break;
case 1: sub_rect.X += (unsigned short)corner_size; sub_rect.Width = (unsigned short)edge_size; break;
case 2: sub_rect.Width = (unsigned short)corner_size; flip_h = true; break;
}
switch (i / 3)
{
case 0: sub_rect.Height = (unsigned short)corner_size; break;
case 1: sub_rect.Y += (unsigned short)corner_size; sub_rect.Height = (unsigned short)edge_size; break;
case 2: sub_rect.Height = (unsigned short)corner_size; flip_v = true; break;
}
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(&sub_rect, &uv0, &uv1);
atlas->ShadowRectUvs[i] = ImVec4(flip_h ? uv1.x : uv0.x, flip_v ? uv1.y : uv0.y, flip_h ? uv0.x : uv1.x, flip_v ? uv0.y : uv1.y);
}
}
// The convex shape shadow texture
{
const int size = shadow_cfg->TexCornerSize * 2;
const int padding = shadow_cfg->GetConvexTexPadding();
// Generate distance field
// We draw the actual texture content by evaluating the distance field for the distance from a center point
ImFontAtlasCustomRect r = atlas->CustomRects[atlas->ShadowRectIds[1]];
ImVec2 center_point(size * 0.5f, size * 0.5f);
float* tex_data = (float*)alloca(size * size * sizeof(float));
for (int y = 0; y < size; y++)
for (int x = 0; x < size; x++)
{
float dist = DistanceFromPoint(ImVec2((float)x, (float)y), center_point);
float alpha = 1.0f - ImMin(ImMax((float)dist + shadow_cfg->TexDistanceFieldOffset, 0.0f) / ImMax((float)shadow_cfg->TexCornerSize + shadow_cfg->TexDistanceFieldOffset, 0.001f), 1.0f);
alpha = ImPow(alpha, shadow_cfg->TexFalloffPower); // Apply power curve to give a nicer falloff
tex_data[x + (y * size)] = alpha;
}
// Blur
if (shadow_cfg->TexBlur)
GaussianBlur(tex_data, size);
// Copy to texture, truncating to the actual required texture size (the bottom/right of the source data is chopped off, as we don't need it - see below)
// We push the data down and right by the amount we padded the top of the texture (see CalcConvexTexWidth/CalcConvexTexHeight) for details
const int padded_size = (int)(shadow_cfg->TexCornerSize / ImCos(IM_PI * 0.25f));
const int src_x_offset = padding + (padded_size - shadow_cfg->TexCornerSize);
const int src_y_offset = padding + (padded_size - shadow_cfg->TexCornerSize);
const int tex_width = shadow_cfg->CalcConvexTexWidth();
const int tex_height = shadow_cfg->CalcConvexTexHeight();
const int tex_w = atlas->TexWidth;
for (int y = 0; y < tex_height; y++)
for (int x = 0; x < tex_width; x++)
{
const int src_x = ImClamp(x - src_x_offset, 0, size - 1);
const int src_y = ImClamp(y - src_y_offset, 0, size - 1);
const float alpha_f = tex_data[src_x + (src_y * size)];
const unsigned char alpha_8 = (unsigned char)(0xFF * alpha_f);
const unsigned int offset = (int)(r.X + x) + (int)(r.Y + y) * tex_w;
if (atlas->TexPixelsAlpha8)
atlas->TexPixelsAlpha8[offset] = alpha_8;
else
atlas->TexPixelsRGBA32[offset] = IM_COL32(255, 255, 255, alpha_8);
}
// Remove the padding we added
r.X += (unsigned short)padding;
r.Y += (unsigned short)padding;
r.Width = (unsigned short)(tex_width - (padding * 2));
r.Height = (unsigned short)(tex_height - (padding * 2));
// Generate UVs
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(&r, &uv0, &uv1);
atlas->ShadowRectUvs[9] = ImVec4(uv0.x, uv0.y, uv1.x, uv1.y);
}
}
// Note: this is called / shared by both the stb_truetype and the FreeType builder
void ImFontAtlasBuildInit(ImFontAtlas* atlas)
{
// Round font size
// - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet.
// - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes.
// - We may support it better later and remove this rounding.
for (ImFontConfig& cfg : atlas->ConfigData)
cfg.SizePixels = ImTrunc(cfg.SizePixels);
// Register texture region for mouse cursors or standard white pixels
if (atlas->PackIdMouseCursors < 0)
{
if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors))
atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H);
else
atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2);
}
// Register texture region for thick lines
// The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row
if (atlas->PackIdLines < 0)
{
if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines))
atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1);
}
ImFontAtlasBuildRegisterShadowCustomRects(atlas);
}
// This is called/shared by both the stb_truetype and the FreeType builder.
void ImFontAtlasBuildFinish(ImFontAtlas* atlas)
{
// Render into our custom data blocks
IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL);
ImFontAtlasBuildRenderDefaultTexData(atlas);
ImFontAtlasBuildRenderLinesTexData(atlas);
ImFontAtlasBuildRenderShadowTexData(atlas);
// Register custom rectangle glyphs
for (int i = 0; i < atlas->CustomRects.Size; i++)
{
const ImFontAtlasCustomRect* r = &atlas->CustomRects[i];
if (r->Font == NULL || r->GlyphID == 0)
continue;
// Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, GlyphExtraSpacing, PixelSnapH
IM_ASSERT(r->Font->ContainerAtlas == atlas);
ImVec2 uv0, uv1;
atlas->CalcCustomRectUV(r, &uv0, &uv1);
r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX);
}
// Build all fonts lookup tables
for (ImFont* font : atlas->Fonts)
if (font->DirtyLookupTables)
font->BuildLookupTable();
atlas->TexReady = true;
}
// Retrieve list of range (2 int per range, values are inclusive)
const ImWchar* ImFontAtlas::GetGlyphRangesDefault()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesGreek()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0370, 0x03FF, // Greek and Coptic
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesKorean()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3131, 0x3163, // Korean alphabets
0xAC00, 0xD7A3, // Korean characters
0xFFFD, 0xFFFD, // Invalid
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesChineseFull()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD, // Invalid
0x4e00, 0x9FAF, // CJK Ideograms
0,
};
return &ranges[0];
}
static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* accumulative_offsets, int accumulative_offsets_count, ImWchar* out_ranges)
{
for (int n = 0; n < accumulative_offsets_count; n++, out_ranges += 2)
{
out_ranges[0] = out_ranges[1] = (ImWchar)(base_codepoint + accumulative_offsets[n]);
base_codepoint += accumulative_offsets[n];
}
out_ranges[0] = 0;
}
//-------------------------------------------------------------------------
// [SECTION] ImFontAtlas glyph ranges helpers
//-------------------------------------------------------------------------
const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon()
{
// Store 2500 regularly used characters for Simplified Chinese.
// Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8
// This table covers 97.97% of all characters used during the month in July, 1987.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
0,1,2,4,1,1,1,1,2,1,3,2,1,2,2,1,1,1,1,1,5,2,1,2,3,3,3,2,2,4,1,1,1,2,1,5,2,3,1,2,1,2,1,1,2,1,1,2,2,1,4,1,1,1,1,5,10,1,2,19,2,1,2,1,2,1,2,1,2,
1,5,1,6,3,2,1,2,2,1,1,1,4,8,5,1,1,4,1,1,3,1,2,1,5,1,2,1,1,1,10,1,1,5,2,4,6,1,4,2,2,2,12,2,1,1,6,1,1,1,4,1,1,4,6,5,1,4,2,2,4,10,7,1,1,4,2,4,
2,1,4,3,6,10,12,5,7,2,14,2,9,1,1,6,7,10,4,7,13,1,5,4,8,4,1,1,2,28,5,6,1,1,5,2,5,20,2,2,9,8,11,2,9,17,1,8,6,8,27,4,6,9,20,11,27,6,68,2,2,1,1,
1,2,1,2,2,7,6,11,3,3,1,1,3,1,2,1,1,1,1,1,3,1,1,8,3,4,1,5,7,2,1,4,4,8,4,2,1,2,1,1,4,5,6,3,6,2,12,3,1,3,9,2,4,3,4,1,5,3,3,1,3,7,1,5,1,1,1,1,2,
3,4,5,2,3,2,6,1,1,2,1,7,1,7,3,4,5,15,2,2,1,5,3,22,19,2,1,1,1,1,2,5,1,1,1,6,1,1,12,8,2,9,18,22,4,1,1,5,1,16,1,2,7,10,15,1,1,6,2,4,1,2,4,1,6,
1,1,3,2,4,1,6,4,5,1,2,1,1,2,1,10,3,1,3,2,1,9,3,2,5,7,2,19,4,3,6,1,1,1,1,1,4,3,2,1,1,1,2,5,3,1,1,1,2,2,1,1,2,1,1,2,1,3,1,1,1,3,7,1,4,1,1,2,1,
1,2,1,2,4,4,3,8,1,1,1,2,1,3,5,1,3,1,3,4,6,2,2,14,4,6,6,11,9,1,15,3,1,28,5,2,5,5,3,1,3,4,5,4,6,14,3,2,3,5,21,2,7,20,10,1,2,19,2,4,28,28,2,3,
2,1,14,4,1,26,28,42,12,40,3,52,79,5,14,17,3,2,2,11,3,4,6,3,1,8,2,23,4,5,8,10,4,2,7,3,5,1,1,6,3,1,2,2,2,5,28,1,1,7,7,20,5,3,29,3,17,26,1,8,4,
27,3,6,11,23,5,3,4,6,13,24,16,6,5,10,25,35,7,3,2,3,3,14,3,6,2,6,1,4,2,3,8,2,1,1,3,3,3,4,1,1,13,2,2,4,5,2,1,14,14,1,2,2,1,4,5,2,3,1,14,3,12,
3,17,2,16,5,1,2,1,8,9,3,19,4,2,2,4,17,25,21,20,28,75,1,10,29,103,4,1,2,1,1,4,2,4,1,2,3,24,2,2,2,1,1,2,1,3,8,1,1,1,2,1,1,3,1,1,1,6,1,5,3,1,1,
1,3,4,1,1,5,2,1,5,6,13,9,16,1,1,1,1,3,2,3,2,4,5,2,5,2,2,3,7,13,7,2,2,1,1,1,1,2,3,3,2,1,6,4,9,2,1,14,2,14,2,1,18,3,4,14,4,11,41,15,23,15,23,
176,1,3,4,1,1,1,1,5,3,1,2,3,7,3,1,1,2,1,2,4,4,6,2,4,1,9,7,1,10,5,8,16,29,1,1,2,2,3,1,3,5,2,4,5,4,1,1,2,2,3,3,7,1,6,10,1,17,1,44,4,6,2,1,1,6,
5,4,2,10,1,6,9,2,8,1,24,1,2,13,7,8,8,2,1,4,1,3,1,3,3,5,2,5,10,9,4,9,12,2,1,6,1,10,1,1,7,7,4,10,8,3,1,13,4,3,1,6,1,3,5,2,1,2,17,16,5,2,16,6,
1,4,2,1,3,3,6,8,5,11,11,1,3,3,2,4,6,10,9,5,7,4,7,4,7,1,1,4,2,1,3,6,8,7,1,6,11,5,5,3,24,9,4,2,7,13,5,1,8,82,16,61,1,1,1,4,2,2,16,10,3,8,1,1,
6,4,2,1,3,1,1,1,4,3,8,4,2,2,1,1,1,1,1,6,3,5,1,1,4,6,9,2,1,1,1,2,1,7,2,1,6,1,5,4,4,3,1,8,1,3,3,1,3,2,2,2,2,3,1,6,1,2,1,2,1,3,7,1,8,2,1,2,1,5,
2,5,3,5,10,1,2,1,1,3,2,5,11,3,9,3,5,1,1,5,9,1,2,1,5,7,9,9,8,1,3,3,3,6,8,2,3,2,1,1,32,6,1,2,15,9,3,7,13,1,3,10,13,2,14,1,13,10,2,1,3,10,4,15,
2,15,15,10,1,3,9,6,9,32,25,26,47,7,3,2,3,1,6,3,4,3,2,8,5,4,1,9,4,2,2,19,10,6,2,3,8,1,2,2,4,2,1,9,4,4,4,6,4,8,9,2,3,1,1,1,1,3,5,5,1,3,8,4,6,
2,1,4,12,1,5,3,7,13,2,5,8,1,6,1,2,5,14,6,1,5,2,4,8,15,5,1,23,6,62,2,10,1,1,8,1,2,2,10,4,2,2,9,2,1,1,3,2,3,1,5,3,3,2,1,3,8,1,1,1,11,3,1,1,4,
3,7,1,14,1,2,3,12,5,2,5,1,6,7,5,7,14,11,1,3,1,8,9,12,2,1,11,8,4,4,2,6,10,9,13,1,1,3,1,5,1,3,2,4,4,1,18,2,3,14,11,4,29,4,2,7,1,3,13,9,2,2,5,
3,5,20,7,16,8,5,72,34,6,4,22,12,12,28,45,36,9,7,39,9,191,1,1,1,4,11,8,4,9,2,3,22,1,1,1,1,4,17,1,7,7,1,11,31,10,2,4,8,2,3,2,1,4,2,16,4,32,2,
3,19,13,4,9,1,5,2,14,8,1,1,3,6,19,6,5,1,16,6,2,10,8,5,1,2,3,1,5,5,1,11,6,6,1,3,3,2,6,3,8,1,1,4,10,7,5,7,7,5,8,9,2,1,3,4,1,1,3,1,3,3,2,6,16,
1,4,6,3,1,10,6,1,3,15,2,9,2,10,25,13,9,16,6,2,2,10,11,4,3,9,1,2,6,6,5,4,30,40,1,10,7,12,14,33,6,3,6,7,3,1,3,1,11,14,4,9,5,12,11,49,18,51,31,
140,31,2,2,1,5,1,8,1,10,1,4,4,3,24,1,10,1,3,6,6,16,3,4,5,2,1,4,2,57,10,6,22,2,22,3,7,22,6,10,11,36,18,16,33,36,2,5,5,1,1,1,4,10,1,4,13,2,7,
5,2,9,3,4,1,7,43,3,7,3,9,14,7,9,1,11,1,1,3,7,4,18,13,1,14,1,3,6,10,73,2,2,30,6,1,11,18,19,13,22,3,46,42,37,89,7,3,16,34,2,2,3,9,1,7,1,1,1,2,
2,4,10,7,3,10,3,9,5,28,9,2,6,13,7,3,1,3,10,2,7,2,11,3,6,21,54,85,2,1,4,2,2,1,39,3,21,2,2,5,1,1,1,4,1,1,3,4,15,1,3,2,4,4,2,3,8,2,20,1,8,7,13,
4,1,26,6,2,9,34,4,21,52,10,4,4,1,5,12,2,11,1,7,2,30,12,44,2,30,1,1,3,6,16,9,17,39,82,2,2,24,7,1,7,3,16,9,14,44,2,1,2,1,2,3,5,2,4,1,6,7,5,3,
2,6,1,11,5,11,2,1,18,19,8,1,3,24,29,2,1,3,5,2,2,1,13,6,5,1,46,11,3,5,1,1,5,8,2,10,6,12,6,3,7,11,2,4,16,13,2,5,1,1,2,2,5,2,28,5,2,23,10,8,4,
4,22,39,95,38,8,14,9,5,1,13,5,4,3,13,12,11,1,9,1,27,37,2,5,4,4,63,211,95,2,2,2,1,3,5,2,1,1,2,2,1,1,1,3,2,4,1,2,1,1,5,2,2,1,1,2,3,1,3,1,1,1,
3,1,4,2,1,3,6,1,1,3,7,15,5,3,2,5,3,9,11,4,2,22,1,6,3,8,7,1,4,28,4,16,3,3,25,4,4,27,27,1,4,1,2,2,7,1,3,5,2,28,8,2,14,1,8,6,16,25,3,3,3,14,3,
3,1,1,2,1,4,6,3,8,4,1,1,1,2,3,6,10,6,2,3,18,3,2,5,5,4,3,1,5,2,5,4,23,7,6,12,6,4,17,11,9,5,1,1,10,5,12,1,1,11,26,33,7,3,6,1,17,7,1,5,12,1,11,
2,4,1,8,14,17,23,1,2,1,7,8,16,11,9,6,5,2,6,4,16,2,8,14,1,11,8,9,1,1,1,9,25,4,11,19,7,2,15,2,12,8,52,7,5,19,2,16,4,36,8,1,16,8,24,26,4,6,2,9,
5,4,36,3,28,12,25,15,37,27,17,12,59,38,5,32,127,1,2,9,17,14,4,1,2,1,1,8,11,50,4,14,2,19,16,4,17,5,4,5,26,12,45,2,23,45,104,30,12,8,3,10,2,2,
3,3,1,4,20,7,2,9,6,15,2,20,1,3,16,4,11,15,6,134,2,5,59,1,2,2,2,1,9,17,3,26,137,10,211,59,1,2,4,1,4,1,1,1,2,6,2,3,1,1,2,3,2,3,1,3,4,4,2,3,3,
1,4,3,1,7,2,2,3,1,2,1,3,3,3,2,2,3,2,1,3,14,6,1,3,2,9,6,15,27,9,34,145,1,1,2,1,1,1,1,2,1,1,1,1,2,2,2,3,1,2,1,1,1,2,3,5,8,3,5,2,4,1,3,2,2,2,12,
4,1,1,1,10,4,5,1,20,4,16,1,15,9,5,12,2,9,2,5,4,2,26,19,7,1,26,4,30,12,15,42,1,6,8,172,1,1,4,2,1,1,11,2,2,4,2,1,2,1,10,8,1,2,1,4,5,1,2,5,1,8,
4,1,3,4,2,1,6,2,1,3,4,1,2,1,1,1,1,12,5,7,2,4,3,1,1,1,3,3,6,1,2,2,3,3,3,2,1,2,12,14,11,6,6,4,12,2,8,1,7,10,1,35,7,4,13,15,4,3,23,21,28,52,5,
26,5,6,1,7,10,2,7,53,3,2,1,1,1,2,163,532,1,10,11,1,3,3,4,8,2,8,6,2,2,23,22,4,2,2,4,2,1,3,1,3,3,5,9,8,2,1,2,8,1,10,2,12,21,20,15,105,2,3,1,1,
3,2,3,1,1,2,5,1,4,15,11,19,1,1,1,1,5,4,5,1,1,2,5,3,5,12,1,2,5,1,11,1,1,15,9,1,4,5,3,26,8,2,1,3,1,1,15,19,2,12,1,2,5,2,7,2,19,2,20,6,26,7,5,
2,2,7,34,21,13,70,2,128,1,1,2,1,1,2,1,1,3,2,2,2,15,1,4,1,3,4,42,10,6,1,49,85,8,1,2,1,1,4,4,2,3,6,1,5,7,4,3,211,4,1,2,1,2,5,1,2,4,2,2,6,5,6,
10,3,4,48,100,6,2,16,296,5,27,387,2,2,3,7,16,8,5,38,15,39,21,9,10,3,7,59,13,27,21,47,5,21,6
};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x2000, 0x206F, // General Punctuation
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD // Invalid
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00) * 2 + 1] = { 0 };
if (!full_ranges[0])
{
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
}
return &full_ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesJapanese()
{
// 2999 ideograms code points for Japanese
// - 2136 Joyo (meaning "for regular use" or "for common use") Kanji code points
// - 863 Jinmeiyo (meaning "for personal name") Kanji code points
// - Sourced from official information provided by the government agencies of Japan:
// - List of Joyo Kanji by the Agency for Cultural Affairs
// - https://www.bunka.go.jp/kokugo_nihongo/sisaku/joho/joho/kijun/naikaku/kanji/
// - List of Jinmeiyo Kanji by the Ministry of Justice
// - http://www.moj.go.jp/MINJI/minji86.html
// - Available under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0).
// - https://creativecommons.org/licenses/by/4.0/legalcode
// - You can generate this code by the script at:
// - https://github.com/vaiorabbit/everyday_use_kanji
// - References:
// - List of Joyo Kanji
// - (Wikipedia) https://en.wikipedia.org/wiki/List_of_j%C5%8Dy%C5%8D_kanji
// - List of Jinmeiyo Kanji
// - (Wikipedia) https://en.wikipedia.org/wiki/Jinmeiy%C5%8D_kanji
// - Missing 1 Joyo Kanji: U+20B9F (Kun'yomi: Shikaru, On'yomi: Shitsu,shichi), see https://github.com/ocornut/imgui/pull/3627 for details.
// You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters.
// (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.)
static const short accumulative_offsets_from_0x4E00[] =
{
0,1,2,4,1,1,1,1,2,1,3,3,2,2,1,5,3,5,7,5,6,1,2,1,7,2,6,3,1,8,1,1,4,1,1,18,2,11,2,6,2,1,2,1,5,1,2,1,3,1,2,1,2,3,3,1,1,2,3,1,1,1,12,7,9,1,4,5,1,
1,2,1,10,1,1,9,2,2,4,5,6,9,3,1,1,1,1,9,3,18,5,2,2,2,2,1,6,3,7,1,1,1,1,2,2,4,2,1,23,2,10,4,3,5,2,4,10,2,4,13,1,6,1,9,3,1,1,6,6,7,6,3,1,2,11,3,
2,2,3,2,15,2,2,5,4,3,6,4,1,2,5,2,12,16,6,13,9,13,2,1,1,7,16,4,7,1,19,1,5,1,2,2,7,7,8,2,6,5,4,9,18,7,4,5,9,13,11,8,15,2,1,1,1,2,1,2,2,1,2,2,8,
2,9,3,3,1,1,4,4,1,1,1,4,9,1,4,3,5,5,2,7,5,3,4,8,2,1,13,2,3,3,1,14,1,1,4,5,1,3,6,1,5,2,1,1,3,3,3,3,1,1,2,7,6,6,7,1,4,7,6,1,1,1,1,1,12,3,3,9,5,
2,6,1,5,6,1,2,3,18,2,4,14,4,1,3,6,1,1,6,3,5,5,3,2,2,2,2,12,3,1,4,2,3,2,3,11,1,7,4,1,2,1,3,17,1,9,1,24,1,1,4,2,2,4,1,2,7,1,1,1,3,1,2,2,4,15,1,
1,2,1,1,2,1,5,2,5,20,2,5,9,1,10,8,7,6,1,1,1,1,1,1,6,2,1,2,8,1,1,1,1,5,1,1,3,1,1,1,1,3,1,1,12,4,1,3,1,1,1,1,1,10,3,1,7,5,13,1,2,3,4,6,1,1,30,
2,9,9,1,15,38,11,3,1,8,24,7,1,9,8,10,2,1,9,31,2,13,6,2,9,4,49,5,2,15,2,1,10,2,1,1,1,2,2,6,15,30,35,3,14,18,8,1,16,10,28,12,19,45,38,1,3,2,3,
13,2,1,7,3,6,5,3,4,3,1,5,7,8,1,5,3,18,5,3,6,1,21,4,24,9,24,40,3,14,3,21,3,2,1,2,4,2,3,1,15,15,6,5,1,1,3,1,5,6,1,9,7,3,3,2,1,4,3,8,21,5,16,4,
5,2,10,11,11,3,6,3,2,9,3,6,13,1,2,1,1,1,1,11,12,6,6,1,4,2,6,5,2,1,1,3,3,6,13,3,1,1,5,1,2,3,3,14,2,1,2,2,2,5,1,9,5,1,1,6,12,3,12,3,4,13,2,14,
2,8,1,17,5,1,16,4,2,2,21,8,9,6,23,20,12,25,19,9,38,8,3,21,40,25,33,13,4,3,1,4,1,2,4,1,2,5,26,2,1,1,2,1,3,6,2,1,1,1,1,1,1,2,3,1,1,1,9,2,3,1,1,
1,3,6,3,2,1,1,6,6,1,8,2,2,2,1,4,1,2,3,2,7,3,2,4,1,2,1,2,2,1,1,1,1,1,3,1,2,5,4,10,9,4,9,1,1,1,1,1,1,5,3,2,1,6,4,9,6,1,10,2,31,17,8,3,7,5,40,1,
7,7,1,6,5,2,10,7,8,4,15,39,25,6,28,47,18,10,7,1,3,1,1,2,1,1,1,3,3,3,1,1,1,3,4,2,1,4,1,3,6,10,7,8,6,2,2,1,3,3,2,5,8,7,9,12,2,15,1,1,4,1,2,1,1,
1,3,2,1,3,3,5,6,2,3,2,10,1,4,2,8,1,1,1,11,6,1,21,4,16,3,1,3,1,4,2,3,6,5,1,3,1,1,3,3,4,6,1,1,10,4,2,7,10,4,7,4,2,9,4,3,1,1,1,4,1,8,3,4,1,3,1,
6,1,4,2,1,4,7,2,1,8,1,4,5,1,1,2,2,4,6,2,7,1,10,1,1,3,4,11,10,8,21,4,6,1,3,5,2,1,2,28,5,5,2,3,13,1,2,3,1,4,2,1,5,20,3,8,11,1,3,3,3,1,8,10,9,2,
10,9,2,3,1,1,2,4,1,8,3,6,1,7,8,6,11,1,4,29,8,4,3,1,2,7,13,1,4,1,6,2,6,12,12,2,20,3,2,3,6,4,8,9,2,7,34,5,1,18,6,1,1,4,4,5,7,9,1,2,2,4,3,4,1,7,
2,2,2,6,2,3,25,5,3,6,1,4,6,7,4,2,1,4,2,13,6,4,4,3,1,5,3,4,4,3,2,1,1,4,1,2,1,1,3,1,11,1,6,3,1,7,3,6,2,8,8,6,9,3,4,11,3,2,10,12,2,5,11,1,6,4,5,
3,1,8,5,4,6,6,3,5,1,1,3,2,1,2,2,6,17,12,1,10,1,6,12,1,6,6,19,9,6,16,1,13,4,4,15,7,17,6,11,9,15,12,6,7,2,1,2,2,15,9,3,21,4,6,49,18,7,3,2,3,1,
6,8,2,2,6,2,9,1,3,6,4,4,1,2,16,2,5,2,1,6,2,3,5,3,1,2,5,1,2,1,9,3,1,8,6,4,8,11,3,1,1,1,1,3,1,13,8,4,1,3,2,2,1,4,1,11,1,5,2,1,5,2,5,8,6,1,1,7,
4,3,8,3,2,7,2,1,5,1,5,2,4,7,6,2,8,5,1,11,4,5,3,6,18,1,2,13,3,3,1,21,1,1,4,1,4,1,1,1,8,1,2,2,7,1,2,4,2,2,9,2,1,1,1,4,3,6,3,12,5,1,1,1,5,6,3,2,
4,8,2,2,4,2,7,1,8,9,5,2,3,2,1,3,2,13,7,14,6,5,1,1,2,1,4,2,23,2,1,1,6,3,1,4,1,15,3,1,7,3,9,14,1,3,1,4,1,1,5,8,1,3,8,3,8,15,11,4,14,4,4,2,5,5,
1,7,1,6,14,7,7,8,5,15,4,8,6,5,6,2,1,13,1,20,15,11,9,2,5,6,2,11,2,6,2,5,1,5,8,4,13,19,25,4,1,1,11,1,34,2,5,9,14,6,2,2,6,1,1,14,1,3,14,13,1,6,
12,21,14,14,6,32,17,8,32,9,28,1,2,4,11,8,3,1,14,2,5,15,1,1,1,1,3,6,4,1,3,4,11,3,1,1,11,30,1,5,1,4,1,5,8,1,1,3,2,4,3,17,35,2,6,12,17,3,1,6,2,
1,1,12,2,7,3,3,2,1,16,2,8,3,6,5,4,7,3,3,8,1,9,8,5,1,2,1,3,2,8,1,2,9,12,1,1,2,3,8,3,24,12,4,3,7,5,8,3,3,3,3,3,3,1,23,10,3,1,2,2,6,3,1,16,1,16,
22,3,10,4,11,6,9,7,7,3,6,2,2,2,4,10,2,1,1,2,8,7,1,6,4,1,3,3,3,5,10,12,12,2,3,12,8,15,1,1,16,6,6,1,5,9,11,4,11,4,2,6,12,1,17,5,13,1,4,9,5,1,11,
2,1,8,1,5,7,28,8,3,5,10,2,17,3,38,22,1,2,18,12,10,4,38,18,1,4,44,19,4,1,8,4,1,12,1,4,31,12,1,14,7,75,7,5,10,6,6,13,3,2,11,11,3,2,5,28,15,6,18,
18,5,6,4,3,16,1,7,18,7,36,3,5,3,1,7,1,9,1,10,7,2,4,2,6,2,9,7,4,3,32,12,3,7,10,2,23,16,3,1,12,3,31,4,11,1,3,8,9,5,1,30,15,6,12,3,2,2,11,19,9,
14,2,6,2,3,19,13,17,5,3,3,25,3,14,1,1,1,36,1,3,2,19,3,13,36,9,13,31,6,4,16,34,2,5,4,2,3,3,5,1,1,1,4,3,1,17,3,2,3,5,3,1,3,2,3,5,6,3,12,11,1,3,
1,2,26,7,12,7,2,14,3,3,7,7,11,25,25,28,16,4,36,1,2,1,6,2,1,9,3,27,17,4,3,4,13,4,1,3,2,2,1,10,4,2,4,6,3,8,2,1,18,1,1,24,2,2,4,33,2,3,63,7,1,6,
40,7,3,4,4,2,4,15,18,1,16,1,1,11,2,41,14,1,3,18,13,3,2,4,16,2,17,7,15,24,7,18,13,44,2,2,3,6,1,1,7,5,1,7,1,4,3,3,5,10,8,2,3,1,8,1,1,27,4,2,1,
12,1,2,1,10,6,1,6,7,5,2,3,7,11,5,11,3,6,6,2,3,15,4,9,1,1,2,1,2,11,2,8,12,8,5,4,2,3,1,5,2,2,1,14,1,12,11,4,1,11,17,17,4,3,2,5,5,7,3,1,5,9,9,8,
2,5,6,6,13,13,2,1,2,6,1,2,2,49,4,9,1,2,10,16,7,8,4,3,2,23,4,58,3,29,1,14,19,19,11,11,2,7,5,1,3,4,6,2,18,5,12,12,17,17,3,3,2,4,1,6,2,3,4,3,1,
1,1,1,5,1,1,9,1,3,1,3,6,1,8,1,1,2,6,4,14,3,1,4,11,4,1,3,32,1,2,4,13,4,1,2,4,2,1,3,1,11,1,4,2,1,4,4,6,3,5,1,6,5,7,6,3,23,3,5,3,5,3,3,13,3,9,10,
1,12,10,2,3,18,13,7,160,52,4,2,2,3,2,14,5,4,12,4,6,4,1,20,4,11,6,2,12,27,1,4,1,2,2,7,4,5,2,28,3,7,25,8,3,19,3,6,10,2,2,1,10,2,5,4,1,3,4,1,5,
3,2,6,9,3,6,2,16,3,3,16,4,5,5,3,2,1,2,16,15,8,2,6,21,2,4,1,22,5,8,1,1,21,11,2,1,11,11,19,13,12,4,2,3,2,3,6,1,8,11,1,4,2,9,5,2,1,11,2,9,1,1,2,
14,31,9,3,4,21,14,4,8,1,7,2,2,2,5,1,4,20,3,3,4,10,1,11,9,8,2,1,4,5,14,12,14,2,17,9,6,31,4,14,1,20,13,26,5,2,7,3,6,13,2,4,2,19,6,2,2,18,9,3,5,
12,12,14,4,6,2,3,6,9,5,22,4,5,25,6,4,8,5,2,6,27,2,35,2,16,3,7,8,8,6,6,5,9,17,2,20,6,19,2,13,3,1,1,1,4,17,12,2,14,7,1,4,18,12,38,33,2,10,1,1,
2,13,14,17,11,50,6,33,20,26,74,16,23,45,50,13,38,33,6,6,7,4,4,2,1,3,2,5,8,7,8,9,3,11,21,9,13,1,3,10,6,7,1,2,2,18,5,5,1,9,9,2,68,9,19,13,2,5,
1,4,4,7,4,13,3,9,10,21,17,3,26,2,1,5,2,4,5,4,1,7,4,7,3,4,2,1,6,1,1,20,4,1,9,2,2,1,3,3,2,3,2,1,1,1,20,2,3,1,6,2,3,6,2,4,8,1,3,2,10,3,5,3,4,4,
3,4,16,1,6,1,10,2,4,2,1,1,2,10,11,2,2,3,1,24,31,4,10,10,2,5,12,16,164,15,4,16,7,9,15,19,17,1,2,1,1,5,1,1,1,1,1,3,1,4,3,1,3,1,3,1,2,1,1,3,3,7,
2,8,1,2,2,2,1,3,4,3,7,8,12,92,2,10,3,1,3,14,5,25,16,42,4,7,7,4,2,21,5,27,26,27,21,25,30,31,2,1,5,13,3,22,5,6,6,11,9,12,1,5,9,7,5,5,22,60,3,5,
13,1,1,8,1,1,3,3,2,1,9,3,3,18,4,1,2,3,7,6,3,1,2,3,9,1,3,1,3,2,1,3,1,1,1,2,1,11,3,1,6,9,1,3,2,3,1,2,1,5,1,1,4,3,4,1,2,2,4,4,1,7,2,1,2,2,3,5,13,
18,3,4,14,9,9,4,16,3,7,5,8,2,6,48,28,3,1,1,4,2,14,8,2,9,2,1,15,2,4,3,2,10,16,12,8,7,1,1,3,1,1,1,2,7,4,1,6,4,38,39,16,23,7,15,15,3,2,12,7,21,
37,27,6,5,4,8,2,10,8,8,6,5,1,2,1,3,24,1,16,17,9,23,10,17,6,1,51,55,44,13,294,9,3,6,2,4,2,2,15,1,1,1,13,21,17,68,14,8,9,4,1,4,9,3,11,7,1,1,1,
5,6,3,2,1,1,1,2,3,8,1,2,2,4,1,5,5,2,1,4,3,7,13,4,1,4,1,3,1,1,1,5,5,10,1,6,1,5,2,1,5,2,4,1,4,5,7,3,18,2,9,11,32,4,3,3,2,4,7,11,16,9,11,8,13,38,
32,8,4,2,1,1,2,1,2,4,4,1,1,1,4,1,21,3,11,1,16,1,1,6,1,3,2,4,9,8,57,7,44,1,3,3,13,3,10,1,1,7,5,2,7,21,47,63,3,15,4,7,1,16,1,1,2,8,2,3,42,15,4,
1,29,7,22,10,3,78,16,12,20,18,4,67,11,5,1,3,15,6,21,31,32,27,18,13,71,35,5,142,4,10,1,2,50,19,33,16,35,37,16,19,27,7,1,133,19,1,4,8,7,20,1,4,
4,1,10,3,1,6,1,2,51,5,40,15,24,43,22928,11,1,13,154,70,3,1,1,7,4,10,1,2,1,1,2,1,2,1,2,2,1,1,2,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,
3,2,1,1,1,1,2,1,1,
};
static ImWchar base_ranges[] = // not zero-terminated
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x3000, 0x30FF, // CJK Symbols and Punctuations, Hiragana, Katakana
0x31F0, 0x31FF, // Katakana Phonetic Extensions
0xFF00, 0xFFEF, // Half-width characters
0xFFFD, 0xFFFD // Invalid
};
static ImWchar full_ranges[IM_ARRAYSIZE(base_ranges) + IM_ARRAYSIZE(accumulative_offsets_from_0x4E00)*2 + 1] = { 0 };
if (!full_ranges[0])
{
memcpy(full_ranges, base_ranges, sizeof(base_ranges));
UnpackAccumulativeOffsetsIntoRanges(0x4E00, accumulative_offsets_from_0x4E00, IM_ARRAYSIZE(accumulative_offsets_from_0x4E00), full_ranges + IM_ARRAYSIZE(base_ranges));
}
return &full_ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesCyrillic()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin + Latin Supplement
0x0400, 0x052F, // Cyrillic + Cyrillic Supplement
0x2DE0, 0x2DFF, // Cyrillic Extended-A
0xA640, 0xA69F, // Cyrillic Extended-B
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesThai()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin
0x2010, 0x205E, // Punctuations
0x0E00, 0x0E7F, // Thai
0,
};
return &ranges[0];
}
const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese()
{
static const ImWchar ranges[] =
{
0x0020, 0x00FF, // Basic Latin
0x0102, 0x0103,
0x0110, 0x0111,
0x0128, 0x0129,
0x0168, 0x0169,
0x01A0, 0x01A1,
0x01AF, 0x01B0,
0x1EA0, 0x1EF9,
0,
};
return &ranges[0];
}
//-----------------------------------------------------------------------------
// [SECTION] ImFontGlyphRangesBuilder
//-----------------------------------------------------------------------------
void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end)
{
while (text_end ? (text < text_end) : *text)
{
unsigned int c = 0;
int c_len = ImTextCharFromUtf8(&c, text, text_end);
text += c_len;
if (c_len == 0)
break;
AddChar((ImWchar)c);
}
}
void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges)
{
for (; ranges[0]; ranges += 2)
for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560
AddChar((ImWchar)c);
}
void ImFontGlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
{
const int max_codepoint = IM_UNICODE_CODEPOINT_MAX;
for (int n = 0; n <= max_codepoint; n++)
if (GetBit(n))
{
out_ranges->push_back((ImWchar)n);
while (n < max_codepoint && GetBit(n + 1))
n++;
out_ranges->push_back((ImWchar)n);
}
out_ranges->push_back(0);
}
//-----------------------------------------------------------------------------
// [SECTION] ImFont
//-----------------------------------------------------------------------------
ImFont::ImFont()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
FallbackChar = (ImWchar)-1;
EllipsisChar = (ImWchar)-1;
EllipsisWidth = EllipsisCharStep = 0.0f;
EllipsisCharCount = 0;
FallbackGlyph = NULL;
ContainerAtlas = NULL;
ConfigData = NULL;
ConfigDataCount = 0;
DirtyLookupTables = false;
Scale = 1.0f;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
}
ImFont::~ImFont()
{
ClearOutputData();
}
void ImFont::ClearOutputData()
{
FontSize = 0.0f;
FallbackAdvanceX = 0.0f;
Glyphs.clear();
IndexAdvanceX.clear();
IndexLookup.clear();
FallbackGlyph = NULL;
ContainerAtlas = NULL;
DirtyLookupTables = true;
Ascent = Descent = 0.0f;
MetricsTotalSurface = 0;
}
static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count)
{
for (int n = 0; n < candidate_chars_count; n++)
if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL)
return candidate_chars[n];
return (ImWchar)-1;
}
void ImFont::BuildLookupTable()
{
int max_codepoint = 0;
for (int i = 0; i != Glyphs.Size; i++)
max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint);
// Build lookup table
IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!");
IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved
IndexAdvanceX.clear();
IndexLookup.clear();
DirtyLookupTables = false;
memset(Used4kPagesMap, 0, sizeof(Used4kPagesMap));
GrowIndex(max_codepoint + 1);
for (int i = 0; i < Glyphs.Size; i++)
{
int codepoint = (int)Glyphs[i].Codepoint;
IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX;
IndexLookup[codepoint] = (ImWchar)i;
// Mark 4K page as used
const int page_n = codepoint / 4096;
Used4kPagesMap[page_n >> 3] |= 1 << (page_n & 7);
}
// Create a glyph to handle TAB
// FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?)
if (FindGlyph((ImWchar)' '))
{
if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky)
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& tab_glyph = Glyphs.back();
tab_glyph = *FindGlyph((ImWchar)' ');
tab_glyph.Codepoint = '\t';
tab_glyph.AdvanceX *= IM_TABSIZE;
IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX;
IndexLookup[(int)tab_glyph.Codepoint] = (ImWchar)(Glyphs.Size - 1);
}
// Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons)
SetGlyphVisible((ImWchar)' ', false);
SetGlyphVisible((ImWchar)'\t', false);
// Setup Fallback character
const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' };
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
if (FallbackGlyph == NULL)
{
FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars));
FallbackGlyph = FindGlyphNoFallback(FallbackChar);
if (FallbackGlyph == NULL)
{
FallbackGlyph = &Glyphs.back();
FallbackChar = (ImWchar)FallbackGlyph->Codepoint;
}
}
FallbackAdvanceX = FallbackGlyph->AdvanceX;
for (int i = 0; i < max_codepoint + 1; i++)
if (IndexAdvanceX[i] < 0.0f)
IndexAdvanceX[i] = FallbackAdvanceX;
// Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis).
// However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character.
// FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots.
const ImWchar ellipsis_chars[] = { (ImWchar)0x2026, (ImWchar)0x0085 };
const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E };
if (EllipsisChar == (ImWchar)-1)
EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars));
const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars));
if (EllipsisChar != (ImWchar)-1)
{
EllipsisCharCount = 1;
EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1;
}
else if (dot_char != (ImWchar)-1)
{
const ImFontGlyph* glyph = FindGlyph(dot_char);
EllipsisChar = dot_char;
EllipsisCharCount = 3;
EllipsisCharStep = (glyph->X1 - glyph->X0) + 1.0f;
EllipsisWidth = EllipsisCharStep * 3.0f - 1.0f;
}
}
// API is designed this way to avoid exposing the 4K page size
// e.g. use with IsGlyphRangeUnused(0, 255)
bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last)
{
unsigned int page_begin = (c_begin / 4096);
unsigned int page_last = (c_last / 4096);
for (unsigned int page_n = page_begin; page_n <= page_last; page_n++)
if ((page_n >> 3) < sizeof(Used4kPagesMap))
if (Used4kPagesMap[page_n >> 3] & (1 << (page_n & 7)))
return false;
return true;
}
void ImFont::SetGlyphVisible(ImWchar c, bool visible)
{
if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)c))
glyph->Visible = visible ? 1 : 0;
}
void ImFont::GrowIndex(int new_size)
{
IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size);
if (new_size <= IndexLookup.Size)
return;
IndexAdvanceX.resize(new_size, -1.0f);
IndexLookup.resize(new_size, (ImWchar)-1);
}
// x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero.
// Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis).
// 'cfg' is not necessarily == 'this->ConfigData' because multiple source fonts+configs can be used to build one target font.
void ImFont::AddGlyph(const ImFontConfig* cfg, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x)
{
if (cfg != NULL)
{
// Clamp & recenter if needed
const float advance_x_original = advance_x;
advance_x = ImClamp(advance_x, cfg->GlyphMinAdvanceX, cfg->GlyphMaxAdvanceX);
if (advance_x != advance_x_original)
{
float char_off_x = cfg->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f;
x0 += char_off_x;
x1 += char_off_x;
}
// Snap to pixel
if (cfg->PixelSnapH)
advance_x = IM_ROUND(advance_x);
// Bake spacing
advance_x += cfg->GlyphExtraSpacing.x;
}
Glyphs.resize(Glyphs.Size + 1);
ImFontGlyph& glyph = Glyphs.back();
glyph.Codepoint = (unsigned int)codepoint;
glyph.Visible = (x0 != x1) && (y0 != y1);
glyph.Colored = false;
glyph.X0 = x0;
glyph.Y0 = y0;
glyph.X1 = x1;
glyph.Y1 = y1;
glyph.U0 = u0;
glyph.V0 = v0;
glyph.U1 = u1;
glyph.V1 = v1;
glyph.AdvanceX = advance_x;
// Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round)
// We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling.
float pad = ContainerAtlas->TexGlyphPadding + 0.99f;
DirtyLookupTables = true;
MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad);
}
void ImFont::AddRemapChar(ImWchar dst, ImWchar src, bool overwrite_dst)
{
IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function.
unsigned int index_size = (unsigned int)IndexLookup.Size;
if (dst < index_size && IndexLookup.Data[dst] == (ImWchar)-1 && !overwrite_dst) // 'dst' already exists
return;
if (src >= index_size && dst >= index_size) // both 'dst' and 'src' don't exist -> no-op
return;
GrowIndex(dst + 1);
IndexLookup[dst] = (src < index_size) ? IndexLookup.Data[src] : (ImWchar)-1;
IndexAdvanceX[dst] = (src < index_size) ? IndexAdvanceX.Data[src] : 1.0f;
}
const ImFontGlyph* ImFont::FindGlyph(ImWchar c) const
{
if (c >= (size_t)IndexLookup.Size)
return FallbackGlyph;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return FallbackGlyph;
return &Glyphs.Data[i];
}
const ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) const
{
if (c >= (size_t)IndexLookup.Size)
return NULL;
const ImWchar i = IndexLookup.Data[c];
if (i == (ImWchar)-1)
return NULL;
return &Glyphs.Data[i];
}
// Wrapping skips upcoming blanks
static inline const char* CalcWordWrapNextLineStartA(const char* text, const char* text_end)
{
while (text < text_end && ImCharIsBlankA(*text))
text++;
if (*text == '\n')
text++;
return text;
}
// Simple word-wrapping for English, not full-featured. Please submit failing cases!
// This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end.
// FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.)
const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const
{
// For references, possible wrap point marked with ^
// "aaa bbb, ccc,ddd. eee fff. ggg!"
// ^ ^ ^ ^ ^__ ^ ^
// List of hardcoded separators: .,;!?'"
// Skip extra blanks after a line returns (that includes not counting them in width computation)
// e.g. "Hello world" --> "Hello" "World"
// Cut words that cannot possibly fit within one line.
// e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish"
float line_width = 0.0f;
float word_width = 0.0f;
float blank_width = 0.0f;
wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters
const char* word_end = text;
const char* prev_word_end = NULL;
bool inside_word = true;
const char* s = text;
IM_ASSERT(text_end != NULL);
while (s < text_end)
{
unsigned int c = (unsigned int)*s;
const char* next_s;
if (c < 0x80)
next_s = s + 1;
else
next_s = s + ImTextCharFromUtf8(&c, s, text_end);
if (c < 32)
{
if (c == '\n')
{
line_width = word_width = blank_width = 0.0f;
inside_word = true;
s = next_s;
continue;
}
if (c == '\r')
{
s = next_s;
continue;
}
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX);
if (ImCharIsBlankW(c))
{
if (inside_word)
{
line_width += blank_width;
blank_width = 0.0f;
word_end = s;
}
blank_width += char_width;
inside_word = false;
}
else
{
word_width += char_width;
if (inside_word)
{
word_end = next_s;
}
else
{
prev_word_end = word_end;
line_width += word_width + blank_width;
word_width = blank_width = 0.0f;
}
// Allow wrapping after punctuation.
inside_word = (c != '.' && c != ',' && c != ';' && c != '!' && c != '?' && c != '\"');
}
// We ignore blank width at the end of the line (they can be skipped)
if (line_width + word_width > wrap_width)
{
// Words that cannot possibly fit within an entire line will be cut anywhere.
if (word_width < wrap_width)
s = prev_word_end ? prev_word_end : word_end;
break;
}
s = next_s;
}
// Wrap_width is too small to fit anything. Force displaying 1 character to minimize the height discontinuity.
// +1 may not be a character start point in UTF-8 but it's ok because caller loops use (text >= word_wrap_eol).
if (s == text && text < text_end)
return s + 1;
return s;
}
ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
const float line_height = size;
const float scale = size / FontSize;
ImVec2 text_size = ImVec2(0, 0);
float line_width = 0.0f;
const bool word_wrap_enabled = (wrap_width > 0.0f);
const char* word_wrap_eol = NULL;
const char* s = text_begin;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - line_width);
if (s >= word_wrap_eol)
{
if (text_size.x < line_width)
text_size.x = line_width;
text_size.y += line_height;
line_width = 0.0f;
word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue;
}
}
// Decode and advance source
const char* prev_s = s;
unsigned int c = (unsigned int)*s;
if (c < 0x80)
s += 1;
else
s += ImTextCharFromUtf8(&c, s, text_end);
if (c < 32)
{
if (c == '\n')
{
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
continue;
}
if (c == '\r')
continue;
}
const float char_width = ((int)c < IndexAdvanceX.Size ? IndexAdvanceX.Data[c] : FallbackAdvanceX) * scale;
if (line_width + char_width >= max_width)
{
s = prev_s;
break;
}
line_width += char_width;
}
if (text_size.x < line_width)
text_size.x = line_width;
if (line_width > 0 || text_size.y == 0.0f)
text_size.y += line_height;
if (remaining)
*remaining = s;
return text_size;
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c) const
{
const ImFontGlyph* glyph = FindGlyph(c);
if (!glyph || !glyph->Visible)
return;
if (glyph->Colored)
col |= ~IM_COL32_A_MASK;
float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
draw_list->PrimReserve(6, 4);
draw_list->PrimRectUV(ImVec2(x + glyph->X0 * scale, y + glyph->Y0 * scale), ImVec2(x + glyph->X1 * scale, y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
}
// Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound.
void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls.
// Align to be pixel perfect
float x = IM_TRUNC(pos.x);
float y = IM_TRUNC(pos.y);
if (y > clip_rect.w)
return;
const float start_x = x;
const float scale = size / FontSize;
const float line_height = FontSize * scale;
const bool word_wrap_enabled = (wrap_width > 0.0f);
// Fast-forward to first visible line
const char* s = text_begin;
if (y + line_height < clip_rect.y)
while (y + line_height < clip_rect.y && s < text_end)
{
const char* line_end = (const char*)memchr(s, '\n', text_end - s);
if (word_wrap_enabled)
{
// FIXME-OPT: This is not optimal as do first do a search for \n before calling CalcWordWrapPositionA().
// If the specs for CalcWordWrapPositionA() were reworked to optionally return on \n we could combine both.
// However it is still better than nothing performing the fast-forward!
s = CalcWordWrapPositionA(scale, s, line_end ? line_end : text_end, wrap_width);
s = CalcWordWrapNextLineStartA(s, text_end);
}
else
{
s = line_end ? line_end + 1 : text_end;
}
y += line_height;
}
// For large text, scan for the last visible line in order to avoid over-reserving in the call to PrimReserve()
// Note that very large horizontal line will still be affected by the issue (e.g. a one megabyte string buffer without a newline will likely crash atm)
if (text_end - s > 10000 && !word_wrap_enabled)
{
const char* s_end = s;
float y_end = y;
while (y_end < clip_rect.w && s_end < text_end)
{
s_end = (const char*)memchr(s_end, '\n', text_end - s_end);
s_end = s_end ? s_end + 1 : text_end;
y_end += line_height;
}
text_end = s_end;
}
if (s == text_end)
return;
// Reserve vertices for remaining worse case (over-reserving is useful and easily amortized)
const int vtx_count_max = (int)(text_end - s) * 4;
const int idx_count_max = (int)(text_end - s) * 6;
const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max;
draw_list->PrimReserve(idx_count_max, vtx_count_max);
ImDrawVert* vtx_write = draw_list->_VtxWritePtr;
ImDrawIdx* idx_write = draw_list->_IdxWritePtr;
unsigned int vtx_index = draw_list->_VtxCurrentIdx;
const ImU32 col_untinted = col | ~IM_COL32_A_MASK;
const char* word_wrap_eol = NULL;
while (s < text_end)
{
if (word_wrap_enabled)
{
// Calculate how far we can render. Requires two passes on the string data but keeps the code simple and not intrusive for what's essentially an uncommon feature.
if (!word_wrap_eol)
word_wrap_eol = CalcWordWrapPositionA(scale, s, text_end, wrap_width - (x - start_x));
if (s >= word_wrap_eol)
{
x = start_x;
y += line_height;
word_wrap_eol = NULL;
s = CalcWordWrapNextLineStartA(s, text_end); // Wrapping skips upcoming blanks
continue;
}
}
// Decode and advance source
unsigned int c = (unsigned int)*s;
if (c < 0x80)
s += 1;
else
s += ImTextCharFromUtf8(&c, s, text_end);
if (c < 32)
{
if (c == '\n')
{
x = start_x;
y += line_height;
if (y > clip_rect.w)
break; // break out of main loop
continue;
}
if (c == '\r')
continue;
}
const ImFontGlyph* glyph = FindGlyph((ImWchar)c);
if (glyph == NULL)
continue;
float char_width = glyph->AdvanceX * scale;
if (glyph->Visible)
{
// We don't do a second finer clipping test on the Y axis as we've already skipped anything before clip_rect.y and exit once we pass clip_rect.w
float x1 = x + glyph->X0 * scale;
float x2 = x + glyph->X1 * scale;
float y1 = y + glyph->Y0 * scale;
float y2 = y + glyph->Y1 * scale;
if (x1 <= clip_rect.z && x2 >= clip_rect.x)
{
// Render a character
float u1 = glyph->U0;
float v1 = glyph->V0;
float u2 = glyph->U1;
float v2 = glyph->V1;
// CPU side clipping used to fit text in their frame when the frame is too small. Only does clipping for axis aligned quads.
if (cpu_fine_clip)
{
if (x1 < clip_rect.x)
{
u1 = u1 + (1.0f - (x2 - clip_rect.x) / (x2 - x1)) * (u2 - u1);
x1 = clip_rect.x;
}
if (y1 < clip_rect.y)
{
v1 = v1 + (1.0f - (y2 - clip_rect.y) / (y2 - y1)) * (v2 - v1);
y1 = clip_rect.y;
}
if (x2 > clip_rect.z)
{
u2 = u1 + ((clip_rect.z - x1) / (x2 - x1)) * (u2 - u1);
x2 = clip_rect.z;
}
if (y2 > clip_rect.w)
{
v2 = v1 + ((clip_rect.w - y1) / (y2 - y1)) * (v2 - v1);
y2 = clip_rect.w;
}
if (y1 >= y2)
{
x += char_width;
continue;
}
}
// Support for untinted glyphs
ImU32 glyph_col = glyph->Colored ? col_untinted : col;
// We are NOT calling PrimRectUV() here because non-inlined causes too much overhead in a debug builds. Inlined here:
{
vtx_write[0].pos.x = x1; vtx_write[0].pos.y = y1; vtx_write[0].col = glyph_col; vtx_write[0].uv.x = u1; vtx_write[0].uv.y = v1;
vtx_write[1].pos.x = x2; vtx_write[1].pos.y = y1; vtx_write[1].col = glyph_col; vtx_write[1].uv.x = u2; vtx_write[1].uv.y = v1;
vtx_write[2].pos.x = x2; vtx_write[2].pos.y = y2; vtx_write[2].col = glyph_col; vtx_write[2].uv.x = u2; vtx_write[2].uv.y = v2;
vtx_write[3].pos.x = x1; vtx_write[3].pos.y = y2; vtx_write[3].col = glyph_col; vtx_write[3].uv.x = u1; vtx_write[3].uv.y = v2;
idx_write[0] = (ImDrawIdx)(vtx_index); idx_write[1] = (ImDrawIdx)(vtx_index + 1); idx_write[2] = (ImDrawIdx)(vtx_index + 2);
idx_write[3] = (ImDrawIdx)(vtx_index); idx_write[4] = (ImDrawIdx)(vtx_index + 2); idx_write[5] = (ImDrawIdx)(vtx_index + 3);
vtx_write += 4;
vtx_index += 4;
idx_write += 6;
}
}
}
x += char_width;
}
// Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action.
draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink()
draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data);
draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount -= (idx_expected_size - draw_list->IdxBuffer.Size);
draw_list->_VtxWritePtr = vtx_write;
draw_list->_IdxWritePtr = idx_write;
draw_list->_VtxCurrentIdx = vtx_index;
}
//-----------------------------------------------------------------------------
// [SECTION] ImGui Internal Render Helpers
//-----------------------------------------------------------------------------
// Vaguely redesigned to stop accessing ImGui global state:
// - RenderArrow()
// - RenderBullet()
// - RenderCheckMark()
// - RenderArrowPointingAt()
// - RenderRectFilledRangeH()
// - RenderRectFilledWithHole()
//-----------------------------------------------------------------------------
// Function in need of a redesign (legacy mess)
// - RenderColorRectWithAlphaCheckerboard()
//-----------------------------------------------------------------------------
// Render an arrow aimed to be aligned with text (p_min is a position in the same space text would be positioned). To e.g. denote expanded/collapsed state
void ImGui::RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale)
{
const float h = draw_list->_Data->FontSize * 1.00f;
float r = h * 0.40f * scale;
ImVec2 center = pos + ImVec2(h * 0.50f, h * 0.50f * scale);
ImVec2 a, b, c;
switch (dir)
{
case ImGuiDir_Up:
case ImGuiDir_Down:
if (dir == ImGuiDir_Up) r = -r;
a = ImVec2(+0.000f, +0.750f) * r;
b = ImVec2(-0.866f, -0.750f) * r;
c = ImVec2(+0.866f, -0.750f) * r;
break;
case ImGuiDir_Left:
case ImGuiDir_Right:
if (dir == ImGuiDir_Left) r = -r;
a = ImVec2(+0.750f, +0.000f) * r;
b = ImVec2(-0.750f, +0.866f) * r;
c = ImVec2(-0.750f, -0.866f) * r;
break;
case ImGuiDir_None:
case ImGuiDir_COUNT:
IM_ASSERT(0);
break;
}
draw_list->AddTriangleFilled(center + a, center + b, center + c, col);
}
void ImGui::RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col)
{
// FIXME-OPT: This should be baked in font.
draw_list->AddCircleFilled(pos, draw_list->_Data->FontSize * 0.20f, col, 8);
}
void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float sz)
{
float thickness = ImMax(sz / 5.0f, 1.0f);
sz -= thickness * 0.5f;
pos += ImVec2(thickness * 0.25f, thickness * 0.25f);
float third = sz / 3.0f;
float bx = pos.x + third;
float by = pos.y + sz - third * 0.5f;
draw_list->PathLineTo(ImVec2(bx - third, by - third));
draw_list->PathLineTo(ImVec2(bx, by));
draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
draw_list->PathStroke(col, 0, thickness);
}
// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
{
switch (direction)
{
case ImGuiDir_Left: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Right: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_Up: draw_list->AddTriangleFilled(ImVec2(pos.x + half_sz.x, pos.y + half_sz.y), ImVec2(pos.x - half_sz.x, pos.y + half_sz.y), pos, col); return;
case ImGuiDir_Down: draw_list->AddTriangleFilled(ImVec2(pos.x - half_sz.x, pos.y - half_sz.y), ImVec2(pos.x + half_sz.x, pos.y - half_sz.y), pos, col); return;
case ImGuiDir_None: case ImGuiDir_COUNT: break; // Fix warnings
}
}
static inline float ImAcos01(float x)
{
if (x <= 0.0f) return IM_PI * 0.5f;
if (x >= 1.0f) return 0.0f;
return ImAcos(x);
//return (-0.69813170079773212f * x * x - 0.87266462599716477f) * x + 1.5707963267948966f; // Cheap approximation, may be enough for what we do.
}
// FIXME: Cleanup and move code to ImDrawList.
void ImGui::RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding)
{
if (x_end_norm == x_start_norm)
return;
if (x_start_norm > x_end_norm)
ImSwap(x_start_norm, x_end_norm);
ImVec2 p0 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_start_norm), rect.Min.y);
ImVec2 p1 = ImVec2(ImLerp(rect.Min.x, rect.Max.x, x_end_norm), rect.Max.y);
if (rounding == 0.0f)
{
draw_list->AddRectFilled(p0, p1, col, 0.0f);
return;
}
rounding = ImClamp(ImMin((rect.Max.x - rect.Min.x) * 0.5f, (rect.Max.y - rect.Min.y) * 0.5f) - 1.0f, 0.0f, rounding);
const float inv_rounding = 1.0f / rounding;
const float arc0_b = ImAcos01(1.0f - (p0.x - rect.Min.x) * inv_rounding);
const float arc0_e = ImAcos01(1.0f - (p1.x - rect.Min.x) * inv_rounding);
const float half_pi = IM_PI * 0.5f; // We will == compare to this because we know this is the exact value ImAcos01 can return.
const float x0 = ImMax(p0.x, rect.Min.x + rounding);
if (arc0_b == arc0_e)
{
draw_list->PathLineTo(ImVec2(x0, p1.y));
draw_list->PathLineTo(ImVec2(x0, p0.y));
}
else if (arc0_b == 0.0f && arc0_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x0, p1.y - rounding), rounding, 3, 6); // BL
draw_list->PathArcToFast(ImVec2(x0, p0.y + rounding), rounding, 6, 9); // TR
}
else
{
draw_list->PathArcTo(ImVec2(x0, p1.y - rounding), rounding, IM_PI - arc0_e, IM_PI - arc0_b, 3); // BL
draw_list->PathArcTo(ImVec2(x0, p0.y + rounding), rounding, IM_PI + arc0_b, IM_PI + arc0_e, 3); // TR
}
if (p1.x > rect.Min.x + rounding)
{
const float arc1_b = ImAcos01(1.0f - (rect.Max.x - p1.x) * inv_rounding);
const float arc1_e = ImAcos01(1.0f - (rect.Max.x - p0.x) * inv_rounding);
const float x1 = ImMin(p1.x, rect.Max.x - rounding);
if (arc1_b == arc1_e)
{
draw_list->PathLineTo(ImVec2(x1, p0.y));
draw_list->PathLineTo(ImVec2(x1, p1.y));
}
else if (arc1_b == 0.0f && arc1_e == half_pi)
{
draw_list->PathArcToFast(ImVec2(x1, p0.y + rounding), rounding, 9, 12); // TR
draw_list->PathArcToFast(ImVec2(x1, p1.y - rounding), rounding, 0, 3); // BR
}
else
{
draw_list->PathArcTo(ImVec2(x1, p0.y + rounding), rounding, -arc1_e, -arc1_b, 3); // TR
draw_list->PathArcTo(ImVec2(x1, p1.y - rounding), rounding, +arc1_b, +arc1_e, 3); // BR
}
}
draw_list->PathFillConvex(col);
}
void ImGui::RenderRectFilledWithHole(ImDrawList* draw_list, const ImRect& outer, const ImRect& inner, ImU32 col, float rounding)
{
const bool fill_L = (inner.Min.x > outer.Min.x);
const bool fill_R = (inner.Max.x < outer.Max.x);
const bool fill_U = (inner.Min.y > outer.Min.y);
const bool fill_D = (inner.Max.y < outer.Max.y);
if (fill_L) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Min.y), ImVec2(inner.Min.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomLeft));
if (fill_R) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Min.y), ImVec2(outer.Max.x, inner.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_U ? 0 : ImDrawFlags_RoundCornersTopRight) | (fill_D ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_U) draw_list->AddRectFilled(ImVec2(inner.Min.x, outer.Min.y), ImVec2(inner.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersTopLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersTopRight));
if (fill_D) draw_list->AddRectFilled(ImVec2(inner.Min.x, inner.Max.y), ImVec2(inner.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersNone | (fill_L ? 0 : ImDrawFlags_RoundCornersBottomLeft) | (fill_R ? 0 : ImDrawFlags_RoundCornersBottomRight));
if (fill_L && fill_U) draw_list->AddRectFilled(ImVec2(outer.Min.x, outer.Min.y), ImVec2(inner.Min.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopLeft);
if (fill_R && fill_U) draw_list->AddRectFilled(ImVec2(inner.Max.x, outer.Min.y), ImVec2(outer.Max.x, inner.Min.y), col, rounding, ImDrawFlags_RoundCornersTopRight);
if (fill_L && fill_D) draw_list->AddRectFilled(ImVec2(outer.Min.x, inner.Max.y), ImVec2(inner.Min.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomLeft);
if (fill_R && fill_D) draw_list->AddRectFilled(ImVec2(inner.Max.x, inner.Max.y), ImVec2(outer.Max.x, outer.Max.y), col, rounding, ImDrawFlags_RoundCornersBottomRight);
}
// Helper for ColorPicker4()
// NB: This is rather brittle and will show artifact when rounding this enabled if rounded corners overlap multiple cells. Caller currently responsible for avoiding that.
// Spent a non reasonable amount of time trying to getting this right for ColorButton with rounding+anti-aliasing+ImGuiColorEditFlags_HalfAlphaPreview flag + various grid sizes and offsets, and eventually gave up... probably more reasonable to disable rounding altogether.
// FIXME: uses ImGui::GetColorU32
#include "imgui_settings.h"
void ImGui::RenderColorRectWithAlphaCheckerboard(ImDrawList* draw_list, ImVec2 p_min, ImVec2 p_max, ImU32 col, float grid_step, ImVec2 grid_off, float rounding, ImDrawFlags flags)
{
if ((flags & ImDrawFlags_RoundCornersMask_) == 0)
flags = ImDrawFlags_RoundCornersDefault_;
if (((col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT) < 0xFF)
{
ImU32 col_bg1 = GetColorU32(ImAlphaBlendColors(ImColor(c::color_bg2), col));
ImU32 col_bg2 = GetColorU32(ImAlphaBlendColors(ImColor(c::color_bg1), col));
draw_list->AddRectFilled(p_min, p_max, col_bg1, rounding, flags);
int yi = 0;
for (float y = p_min.y + grid_off.y; y < p_max.y; y += grid_step, yi++)
{
float y1 = ImClamp(y, p_min.y, p_max.y), y2 = ImMin(y + grid_step, p_max.y);
if (y2 <= y1)
continue;
for (float x = p_min.x + grid_off.x + (yi & 1) * grid_step; x < p_max.x; x += grid_step * 2.0f)
{
float x1 = ImClamp(x, p_min.x, p_max.x), x2 = ImMin(x + grid_step, p_max.x);
if (x2 <= x1)
continue;
ImDrawFlags cell_flags = ImDrawFlags_RoundCornersNone;
if (y1 <= p_min.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersTopLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersTopRight; }
if (y2 >= p_max.y) { if (x1 <= p_min.x) cell_flags |= ImDrawFlags_RoundCornersBottomLeft; if (x2 >= p_max.x) cell_flags |= ImDrawFlags_RoundCornersBottomRight; }
// Combine flags
cell_flags = (flags == ImDrawFlags_RoundCornersNone || cell_flags == ImDrawFlags_RoundCornersNone) ? ImDrawFlags_RoundCornersNone : (cell_flags & flags);
draw_list->AddRectFilled(ImVec2(x1, y1), ImVec2(x2, y2), col_bg2, rounding, cell_flags);
}
}
}
else
{
draw_list->AddRectFilled(p_min, p_max, col, rounding, flags);
}
}
//-----------------------------------------------------------------------------
// [SECTION] Decompression code
//-----------------------------------------------------------------------------
// Compressed with stb_compress() then converted to a C array and encoded as base85.
// Use the program in misc/fonts/binary_to_compressed_c.cpp to create the array from a TTF file.
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
// Decompression from stb.h (public domain) by Sean Barrett https://github.com/nothings/stb/blob/master/stb.h
//-----------------------------------------------------------------------------
static unsigned int stb_decompress_length(const unsigned char *input)
{
return (input[8] << 24) + (input[9] << 16) + (input[10] << 8) + input[11];
}
static unsigned char *stb__barrier_out_e, *stb__barrier_out_b;
static const unsigned char *stb__barrier_in_b;
static unsigned char *stb__dout;
static void stb__match(const unsigned char *data, unsigned int length)
{
// INVERSE of memmove... write each byte before copying the next...
IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
if (data < stb__barrier_out_b) { stb__dout = stb__barrier_out_e+1; return; }
while (length--) *stb__dout++ = *data++;
}
static void stb__lit(const unsigned char *data, unsigned int length)
{
IM_ASSERT(stb__dout + length <= stb__barrier_out_e);
if (stb__dout + length > stb__barrier_out_e) { stb__dout += length; return; }
if (data < stb__barrier_in_b) { stb__dout = stb__barrier_out_e+1; return; }
memcpy(stb__dout, data, length);
stb__dout += length;
}
#define stb__in2(x) ((i[x] << 8) + i[(x)+1])
#define stb__in3(x) ((i[x] << 16) + stb__in2((x)+1))
#define stb__in4(x) ((i[x] << 24) + stb__in3((x)+1))
static const unsigned char *stb_decompress_token(const unsigned char *i)
{
if (*i >= 0x20) { // use fewer if's for cases that expand small
if (*i >= 0x80) stb__match(stb__dout-i[1]-1, i[0] - 0x80 + 1), i += 2;
else if (*i >= 0x40) stb__match(stb__dout-(stb__in2(0) - 0x4000 + 1), i[2]+1), i += 3;
else /* *i >= 0x20 */ stb__lit(i+1, i[0] - 0x20 + 1), i += 1 + (i[0] - 0x20 + 1);
} else { // more ifs for cases that expand large, since overhead is amortized
if (*i >= 0x18) stb__match(stb__dout-(stb__in3(0) - 0x180000 + 1), i[3]+1), i += 4;
else if (*i >= 0x10) stb__match(stb__dout-(stb__in3(0) - 0x100000 + 1), stb__in2(3)+1), i += 5;
else if (*i >= 0x08) stb__lit(i+2, stb__in2(0) - 0x0800 + 1), i += 2 + (stb__in2(0) - 0x0800 + 1);
else if (*i == 0x07) stb__lit(i+3, stb__in2(1) + 1), i += 3 + (stb__in2(1) + 1);
else if (*i == 0x06) stb__match(stb__dout-(stb__in3(1)+1), i[4]+1), i += 5;
else if (*i == 0x04) stb__match(stb__dout-(stb__in3(1)+1), stb__in2(4)+1), i += 6;
}
return i;
}
static unsigned int stb_adler32(unsigned int adler32, unsigned char *buffer, unsigned int buflen)
{
const unsigned long ADLER_MOD = 65521;
unsigned long s1 = adler32 & 0xffff, s2 = adler32 >> 16;
unsigned long blocklen = buflen % 5552;
unsigned long i;
while (buflen) {
for (i=0; i + 7 < blocklen; i += 8) {
s1 += buffer[0], s2 += s1;
s1 += buffer[1], s2 += s1;
s1 += buffer[2], s2 += s1;
s1 += buffer[3], s2 += s1;
s1 += buffer[4], s2 += s1;
s1 += buffer[5], s2 += s1;
s1 += buffer[6], s2 += s1;
s1 += buffer[7], s2 += s1;
buffer += 8;
}
for (; i < blocklen; ++i)
s1 += *buffer++, s2 += s1;
s1 %= ADLER_MOD, s2 %= ADLER_MOD;
buflen -= blocklen;
blocklen = 5552;
}
return (unsigned int)(s2 << 16) + (unsigned int)s1;
}
static unsigned int stb_decompress(unsigned char *output, const unsigned char *i, unsigned int /*length*/)
{
if (stb__in4(0) != 0x57bC0000) return 0;
if (stb__in4(4) != 0) return 0; // error! stream is > 4GB
const unsigned int olen = stb_decompress_length(i);
stb__barrier_in_b = i;
stb__barrier_out_e = output + olen;
stb__barrier_out_b = output;
i += 16;
stb__dout = output;
for (;;) {
const unsigned char *old_i = i;
i = stb_decompress_token(i);
if (i == old_i) {
if (*i == 0x05 && i[1] == 0xfa) {
IM_ASSERT(stb__dout == output + olen);
if (stb__dout != output + olen) return 0;
if (stb_adler32(1, output, olen) != (unsigned int) stb__in4(2))
return 0;
return olen;
} else {
IM_ASSERT(0); /* NOTREACHED */
return 0;
}
}
IM_ASSERT(stb__dout <= output + olen);
if (stb__dout > output + olen)
return 0;
}
}
//-----------------------------------------------------------------------------
// [SECTION] Default font data (ProggyClean.ttf)
//-----------------------------------------------------------------------------
// ProggyClean.ttf
// Copyright (c) 2004, 2005 Tristan Grimmer
// MIT license (see License.txt in http://www.upperbounds.net/download/ProggyClean.ttf.zip)
// Download and more information at http://upperbounds.net
//-----------------------------------------------------------------------------
// File: 'ProggyClean.ttf' (41208 bytes)
// Exported using misc/fonts/binary_to_compressed_c.cpp (with compression + base85 string encoding).
// The purpose of encoding as base85 instead of "0x00,0x01,..." style is only save on _source code_ size.
//-----------------------------------------------------------------------------
static const char proggy_clean_ttf_compressed_data_base85[11980 + 1] =
"7])#######hV0qs'/###[),##/l:$#Q6>##5[n42>c-TH`->>#/e>11NNV=Bv(*:.F?uu#(gRU.o0XGH`$vhLG1hxt9?W`#,5LsCp#-i>.r$<$6pD>Lb';9Crc6tgXmKVeU2cD4Eo3R/"
"2*>]b(MC;$jPfY.;h^`IWM9<Lh2TlS+f-s$o6Q<BWH`YiU.xfLq$N;$0iR/GX:U(jcW2p/W*q?-qmnUCI;jHSAiFWM.R*kU@C=GH?a9wp8f$e.-4^Qg1)Q-GL(lf(r/7GrRgwV%MS=C#"
"`8ND>Qo#t'X#(v#Y9w0#1D$CIf;W'#pWUPXOuxXuU(H9M(1<q-UE31#^-V'8IRUo7Qf./L>=Ke$$'5F%)]0^#0X@U.a<r:QLtFsLcL6##lOj)#.Y5<-R&KgLwqJfLgN&;Q?gI^#DY2uL"
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"kfimM2J,W-jXS:)r0wK#@Fge$U>`w'N7G#$#fB#$E^$#:9:hk+eOe--6x)F7*E%?76%^GMHePW-Z5l'&GiF#$956:rS?dA#fiK:)Yr+`&#0j@'DbG&#^$PG.Ll+DNa<XCMKEV*N)LN/N"
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static const char* GetDefaultCompressedFontDataTTFBase85()
{
return proggy_clean_ttf_compressed_data_base85;
}
#endif // #ifndef IMGUI_DISABLE